TYPES OF CYBERMEN While any one group of Cybermen look exactly the same, in truth there are difflerences, especially amongst Cyberforces that lack the capability to upgrade all their members to the same level. In addition, the Cybermen have a hierarchy, with ffield forces being led by a Cyber Leader and the entire Cyberspecies being under the command of a Cyber Controller. CYBERVARIANTS The Doctor has seen many Cyberman variants in their many encounters with them. Most of these are minor — particle beams installed in the forehead, a difflerent armour design, fewer ffingers on each hand — but others are a bit more signifficant. Here are a few ‘Cybervariants’ that you can use to keep your players guessing. Emotionally Adjusted. Some Cybermen aren’t incapacitated when their emotional inhibitor is shut offl; they merely regain a semblance of their old personality. Emotional Explosion. Some Cybermen are so distraught at discovering what they’ve become that they self-destruct if their emotional inhibitor is turned offl. This explosion could be entirely internal, or function identically to the SRD spell fireball centered on the Cyberman, with a DC 15 Dexterity saving throw. Emotional Purge. Some Cybermen truly have purged their problematic emotions and lack the emotional inhibitor trait. Flight. The Cyberman is capable of ffight and has a ffy speed of 60 ft. Independent. The Cyberman is capable of independent thought and, in some cases, retains their original personality. Such Cybermen may only be partially converted (use Proto-Cybermen statistics) or largely full conversion, with perhaps only their original heads or faces remaining. One Cybermat. How much trouble could one Cybermat be? Answer: a heck of a lot. In the wreckage of a battle in the Cyberwars, the TARDIS picks up rogue Artron energy. It turns out one Cybermat, a small Cyberman drone unit, has fallen through time and landed in a highsecurity prison. There, troubled inmates spend time in anger management groups or in solitary conffinement, while the prison bureaucracy resists any attempt to extend empathy and emotion to the prisoners. Now a Cybermat is roaming through the corridors and slipping into the cells. It befriends the inmates simply by giving them company when they need it. Then it shows what it can offler by protecting inmates from abusive guards. From there, it guides the inmates to build special equipment in the workshop. Their conversion will begin soon. Mediaeval times. A town is protected by an order of knights who came out of nowhere one night to overthrow the cruel baron. The knights keep to themselves, but they are loved by all for their honour and chivalry. When peasants and townsfolk see a knight riding by on horseback, they call out their thanks and throw ffowers, while laughing children chase after them. For the ordinary folk, life has never been so good. Which is profoundly vexing for the characters, because these ‘knights’ are Cybermen, and who ever heard of Cybermen upholding honour and chivalry and making life easy for humankind? No, there must be something here they want… but what could it be? Meanwhile, the brutal baron plots to regain his seat, and he wants the characters’ help. Helping despots is not their usual style, but these are Cybermen, and maybe desperate times call for desperate measures. ’’‘‘ "This structure is the zenith of Cyberconversion. CHAPTER 2 | THE ALIEN ARCHIVE 51
Melee Only. The ffirst Cybus Cybermen lacked particle beams, relying only on their grip discharge. Stealth Mode. The Cyberman is designed for stealth. It is profficient in Stealth and its armour acts as a cloak of elvenkind (SRD, page 214), which the Cyberman can use an action to turn on and offl. Telepathic. The Cyberman has hypnotic technology. It can cast suggestion (SRD, page 183) three times per day, without needing components. Weakness. Depending on their design, some Cybermen have weaknesses that others lack, for example: Soft metals such as gold, possibly ffired from a Glittergun (as in Revenge of the Cybermen, Earthshock, and Silver Nemesis) Electromagnetic pulses (as in Nightmare in Silver) Speciffic chemicals such as a ‘Polly Cocktail’ (as in The Moonbase). By default, whenever a Cyberman is exposed to its weakness, it must make a DC 15 Dexterity saving throw or suffler a level of exhaustion. It must repeat this saving throw at the start of each of its turns, sufflering another level of exhaustion each time it fails, until its weakness is no longer acting on it. You can customise your Cybermen with whatever weakness makes sense to you, and change the saving throw and its efflects to ffit. If you’re crafty, you can have the Cybermen upgrade themselves after being defeated by this weakness to remove it, bamboozling your hapless players! DEFEATING CYBERMEN The massive ffirepower, armoured form, and unrelenting nature of the Cybermen means that even a lone Cybersoldier can pose an existential threat to the party. Thankfully, there are a few ways around ffighting these villains in silver you can suggest, or canny characters can discover by making appropriate checks, all of which have a default DC of 17: A successful Intelligence (Engineering) or Intelligence (Science) check could reveal ffaws in a particular Cyberman’s design, such as a weakness (see left), their radiation vulnerability, or that the emotional inhibitor can be disabled. An Intelligence (Investigation) or Wisdom (Medicine) check to examine the designs or parts of a Cyberman could reveal the same information. A successful Wisdom (Insight) check could reveal that a Cyberman still has emotions, but that they are being inhibited, and if that were broken they might be able to reach the biological being inside. A successful Wisdom (Perception) check could reveal the same information if a Cyberman is observed at a particular revealing moment. Shutting offl the emotional inhibitors of a single Cyberman and attempting to ‘bring them back’ with Charisma (Persuasion) checks will serve a party well, but facing offl against a Cyberarmy is another matter entirely! Creating a device that abuses the speciffic weakness of a particular model of Cyberman is a good approach to stopping an army, and failing that, trying the same tactic of appealing to the emotions of a Cyber Controller or other high-ranking individual might cut offl the head of the metaphorical metal beast. DOCTORS AND DALEKS | THE ALIEN ARCHIVE 52
PROTO-CYBERMEN Sometimes known as ‘Model 1 Cybermen’, Proto-Cybermen, as the term implies, are usually the ffirst type of Cybermen a civilisation creates. Proto-Cybermen are set apart from other Cybermen by their ghoulish appearance; with exposed ffeshy hands and a wrapped biological head they really do resemble walking corpses. Somewhat jarringly given their horriffic appearance, Proto-Cybermen speak in a strange singsong tone. Despite all this, Proto-Cybermen often maintain the pretence that they are still a part of the society that spawned them, considering themselves ‘inheritors’ rather than the dawn of a new species. While this enables them to retain some of their humanity, and indeed, many Proto-Cybermen continue using their human names, it is also a weakness, as ProtoCybermen loathe being reminded of what they’ve lost and their inability to remain who they were. A notable difflerence is the ‘Cybus Cybermen’ from an alternate Earth (dubbed ‘Pete’s World’ by the Doctor). Rather than have a Proto-Cybermen phase, the Cybermen of Cybus Industries were built as Cybersoldiers from the beginning, although it is certainly possible that Cybus Industries’ earliest experiments were Proto-Cybermen, but the process had been perfected by the time the Doctor intervened. PROTO-PROTO CYBERMEN With just slight modiffication, the Proto-Cyberman stat block makes an excellent foundation for other cyborgs that your player characters may encounter, including those that have not completed cyber-conversion. Simply change out the appropriate weaponry and decide how much ‘human’ (or ‘humanoid’) the cyborg remains. Some cyborgs, like those of the ‘cyberpunk’ genre, remain human with mechanical bits, others may have their human memories completely erased. PROTO-CYBERMAN Medium Cyborg (Human) Armour Class: 16 (Natural Armour) Hit Points: 51 (6d8 + 24) Speed: 25 ft. STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 18 (+4) 14 (+2) 12 (+1) 12 (+1) Saving Throws: Constitution +6 Skills: Intimidation +3, Medicine +3, Survival +3, Technology +4 Damage Resistances: logical; bludgeoning, piercing, and slashing Damage Immunities: poison Condition Immunities: charmed, exhaustion, frightened, paralysed, petriffied, poisoned Senses: darkvision, 120 ft., passive Perception 11 Challenge: 2 (450 XP) Tech Level: 6 Emotional Inhibitor: The biological emotions of Cybermen are inhibited through technology, rather than fully purged. A creature that makes a DC 15 ability check with an appropriate tool they are profficient with, such as a Sonic Screwdriver or a cyber-controller, can temporarily disable an Emotional Inhibitor. When the Cyberman’s emotions return, it could mean a return to their former personality, but in most cases the shock results in them being Incapacitated for 1 minute whilst the Emotional Inhibitor is re-established. Frightful Presence (page 11): DC 15 Wisdom saving throw, Range 120 feet. Radiation Vulnerability: The Cyberman takes double damage from sources of radiation. ACTIONS Multiattack: The Proto-Cyberman makes two melee attacks or two ranged attacks. Hand Chop: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage. Laser Blast: Ranged Weapon Attack: +3 to hit, range 60/120 ft., one target. Hit: 10 (2d8 + 1) lightning damage. ENCOUNTER LEVEL MODIFIERS O Proto-Cybermen never have an AC lower than 16. O Proto-Cybermen have Improved Strength and Constitution saving throws. O The Proto-Cyberman’s Hand Chop and Laser Blast have Improved damage. O If a Proto-Cyberman reduces a creature to 0 Plot Points, they will attempt to incapacitate or capture them to Cyberconvert later. CHAPTER 2 | THE ALIEN ARCHIVE 53
CYBERSOLDIER The Cybersoldier is the main design in any Cyberspecies, an armoured silver warrior that carries out the missions its commanders demand. Given that it is general knowledge that Cybersoldiers were created from unique individuals, there is a disturbing uniformity about their design. Whereas even a heavily-armoured biological force would show difflerences in height, weight, and body structure, all Cybersoldiers look and sound exactly the same, with nothing to difflerentiate one from another. Having said that, Cybersoldiers don’t seem to have an issue difflerentiating from each other, largely because they simply adapt to the task at hand — Cybersoldiers have little need for companionship or friendship, CYBERSOLDIER Medium Construct (Humanoid) Armour Class: 18 (Natural Armour) Hit Points: 143 (15d8 + 75) Speed: 25 ft. STR DEX CON INT WIS CHA 20 (+5) 14 (+2) 20 (+5) 10 (+0) 12 (+1) 10 (+0) Saving Throws: Constitution +8, Wisdom +4 Skills: Intimidation +6, Medicine +4, Survival +4, Technology +6 Damage Resistances: bludgeoning, piercing, and slashing Damage Immunities: poison Condition Immunities: charmed, exhaustion, frightened, paralysed, petriffied, poisoned Senses: darkvision 120 ft., passive Perception 11 Civilisations: Cyberman, Human Challenge: 5 (1,800 XP) Tech Level: 6 Connected: The Cybersoldier is connected to a network of linked Cybermen minds. As long as they are connected by the same network, a Cyberman is aware of what every other Cyberman knows. Construct: As a constructed creature a Cybersoldier does not require air, food, sleep, or water. Emotional Inhibitor: The biological emotions of Cybermen are inhibited through technology, rather than fully purged. A creature that makes a DC 15 ability check with an appropriate tool they are profficient with, such as a Sonic Screwdriver or a cybercontroller, can temporarily disable an Emotional Inhibitor. When the Cyberman’s emotions return, it could mean a return to their former personality, but in most cases the shock results in them being Incapacitated for 1 minute whilst the Emotional Inhibitor is re-established. Radiation Vulnerability: The Cyberman takes double damage from sources of radiation. Frightful Presence (page 11): DC 14 Wisdom saving throw, Range 120 feet. The Cybersoldier is so frightening it has expertise in Intimidation. ACTIONS Multiattack: The Cybersoldier makes two melee attacks or two ranged attacks. Grip Discharge: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (3d8) lightning damage. Particle Beam: Ranged Weapon Attack: +5 to hit, range 30/60 ft., one target. Hit: 11 (2d8 + 2) radiant damage. ENCOUNTER LEVEL MODIFIERS Cyber Construction: Cybermen have cybernetic bodies that are protected by armoured panels. O Cybermen never have an AC lower than 16. O Cybermen have Improved Strength and Constitution saving throws. Slow But Inevitable: Though they move slowly, Cybermen are single minded in their programmed goal of converting others. O The Cyberman’s Grip Discharge and Particle Beam have Improved damage. O If a Cyberman reduces a creature to 0 Plot Points, they will attempt to incapacitate or capture them to Cyber-convert later. especially when their own survival seems constantly threatened. Still, there are some Cyberspecies that have developed full civilisations (Mondas, for example, before its destruction), but how exactly such a civilisation works remains a mystery. CYBER LEADER Cyber Leaders are the ffield commanders of Cybersoldiers. Regardless of the force’s size, there is always one Cyber Leader; if multiple Cyber Leaders ffind themselves in the same situation, all except one are ‘downgraded’ to allow the most logical Cyber Leader to take command. Typically, but not always, a Cyber Leader is distinguished with black markings on its helmet; this is usually for the beneffit of other species, as Cybersoldiers always recognise their Cyber Leader. DOCTORS AND DALEKS | THE ALIEN ARCHIVE 54
CYBER LEADER Medium Construct (Humanoid) Armour Class: 18 (Natural Armour) Hit Points: 123 (13d8 + 65) Speed: 25 ft. STR DEX CON INT WIS CHA 20 (+5) 14 (+2) 20 (+5) 14 (+2) 16 (+3) 16 (+3) Saving Throws: Constitution +8, Wisdom +6, Charisma +6 Skills: Intimidation +9, Medicine +6, Survival +6, Technology +8 Damage Resistances: bludgeoning, piercing, slashing Damage Immunities: poison Condition Immunities: charmed, exhaustion, frightened, paralysed, petriffied, poisoned Senses: darkvision 120 ft., passive Perception 13 Civilisations: Cyberman, Human Challenge: 8 (3,900 XP) Tech Level: 6 Connected: The Cyber Leader is connected to a network of linked Cybermen minds. a network of linked Cybermen minds. As long as they are connected by the same network, a Cyberman is aware of what every other Cyberman knows. Construct: As a constructed creature a Cyber Leader does not require air, food, sleep, or water. Emotional Inhibitor: The biological emotions of Cybermen are inhibited through technology, rather than fully purged. A creature that makes a DC 15 ability check with an appropriate tool they are profficient with, such as a Sonic Screwdriver or a cyber-controller, can temporarily disable an Emotional Inhibitor. When the Cyberman’s emotions return, it could mean a return to their former personality, but in most cases the shock results in them being Incapacitated for 1 minute whilst the Emotional Inhibitor is re-established. Frightful Presence (page 11): DC 17 Wisdom saving throw, Range 120 feet. The Cyber Leader is so frightening it has expertise in Intimidation. Radiation Vulnerability: The Cyberman takes double damage from sources of radiation. ACTIONS Multiattack: The Cyber Leader makes three melee attacks or three ranged attacks. Grip Discharge: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (3d8) lightning damage. Particle Beam: Ranged Weapon Attack: +5 to hit, range 30/60 ft., one target. Hit: 11 (2d8 + 2) radiant damage. REACTIONS Aggressive: If the Cyber Leader is the target of a melee attack, it may immediately make a melee attack against that attacker. ENCOUNTER LEVEL MODIFIERS Cyber Construction: Cybermen have cybernetic bodies that are protected by armoured panels. O Cybermen never have an AC lower than 16. O Cybermen have Improved Strength and Constitution saving throws. Slow But Inevitable: Though they move slowly, Cybermen are single minded in their programmed goal of converting others. O The Cyberman’s Grip Discharge and Particle Beam have Improved damage. O If a Cyberman reduces a creature to 0 Plot Points, they will attempt to incapacitate or capture them to Cyber-convert later. CHAPTER 2 | THE ALIEN ARCHIVE 55
REGIONAL EFFECTS A Cyber Controller has complete command of a Cyberfactory and is usually ‘plugged’ into it, whether through tubes or a wireless connection. This connection does not prevent the Cyber Controller from moving freely, but it does make the Cyberfactory an extension of itself; a Dreadnought with a Cyber Controller is efflectively one gargantuan Cyberman! The Cyber Controller’s can be felt throughout, as noted in this section. Regional efflects end abruptly or dissipate over time when the Cyber Controller dies or removes itself from the structure. Every camera and sensor within the structure acts as the Cyber Controller’s eyes and ears. The Cyber Controller cannot be surprised within its structure and it may contact and converse with any creature within the structure, friendly or hostile. Operating Cyberfactories are often inundated with the screams of those being converted and those anticipating conversion. Hearing these screams and pleas can be quite disconcerting — every 10 minutes a character spends in an operating Cyberfactory, they must make a DC 12 Wisdom saving throw or be frightened for 1 minute as they gather their courage — which is usually enough time for the Cyber Controller to send a Cybersoldier patrol to investigate! CYBER CONTROLLER The Cyber Controller is the leader of an entire Cyberspecies. It is often the ffirst Cyberman created, but in the event the Cyber Controller dies or is deemed ‘defective’, a Cyber Leader advances to its place. All Cyber Controllers are concerned about only one thing: the survival of their species. Every decision they make advances that goal, including assimilating new species for better survival traits or merging with other Cyberspecies to upgrade themselves (see Superior Cybermen for examples). LAIR ACTIONS A Cyber Controller is usually found in the central command of a Cyberman force, watching over conversion/hibernation pods, developing strategies, and issuing orders. This is usually in a Cyberfactory or aboard a Dreadnought-class vessel (a ‘Cyberking’) that includes a Cyberfactory. On initiative count 20 (losing all initiative ties), the Cyber Controller can use one of its lair action options. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, it can’t use one until after its ffirst turn in the combat. The Cyber Controller can call on a nearby Cybersoldier patrol for aid. 2d6 Cybersoldiers arrive in 1d6 rounds on their initiative. This lair action may only be used if it’s possible for the Cybersoldiers to enter the room. The Cyber Controller can instantly activate any partially-converted Cybermen (treat as Proto-Cybermen) or Cybersoldiers resting in conversion or hibernation pods (the exact number depending on how many pods there are). These Cybermen act on the Cyber Controller’s initiative, but take their turn after the Cyber Controller. The Cyber Controller can mentally activate conversion machinery and direct it to capture one Medium creature. The creature must make a DC 14 Dexterity saving throw or be grappled (escape DC 18). ’’ ‘‘You're a Cyber Controller; you don't control me or anything with blood in its heart! DOCTORS AND DALEKS | THE ALIEN ARCHIVE 56
CYBER CONTROLLER Medium Construct (Humanoid) Armour Class: 20 (Natural Armour) Hit Points: 142 (20d8 + 75) Speed: 25 ft. STR DEX CON INT WIS CHA 24 (+7) 14 (+2) 24 (+7) 20 (+5) 20 (+5) 20 (+5) Saving Throws: Constitution +13, Wisdom +11, Intelligence +11, Charisma +11 Skills: History +11, Insight +11, Intimidation +11, Medicine +11, Perception +11, Survival +11, Technology +11 Damage Resistances: bludgeoning, piercing, and slashing Damage Immunities: poison Condition Immunities: charmed, exhaustion, frightened, paralysed, petriffied, poisoned Senses: Darkvision 120 ft., passive Perception 21 Civilisations: Cyberman, Human Challenge: 19 (22,000 XP) Tech Level: 6 Connected: The Cyber Controller is connected to a network of linked Cybermen minds. Construct: As a constructed creature a Cyber Controller does not require air, food, sleep, or water. Emotional Inhibitor: The biological emotions of Cybermen are inhibited through technology, rather than fully purged. A creature that makes a DC 15 ability check with an appropriate tool they are profficient with, such as a Sonic Screwdriver or a cyber-controller, can temporarily disable an Emotional Inhibitor. When the Cyberman’s emotions return, it could mean a return to their former personality, but in most cases the shock results in them being Incapacitated for 1 minute whilst the Emotional Inhibitor is re-established. Frightful Presence (page 11): DC 17 Wisdom saving throw, Range 120 feet. Legendary Resistance (3/day): If the Cyber Controller fails a saving throw, it can choose to succeed instead. Radiation Vulnerability: The Cyberman takes double damage from sources of radiation. ACTIONS Multiattack: The Cyber Leader makes three melee attacks or three ranged attacks. Grip Discharge: Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 27 (6d8) lightning damage. Particle Beam: Ranged Weapon Attack: +10 to hit, range 30/60 ft., one target. Hit: 27 (6d8) radiant damage. REACTIONS Aggressive: If the Cyber Controller is the target of a melee attack, it may immediately make a melee attack against that attacker. LEGENDARY ACTIONS The Cyber Controller can take 3 legendary actions, choosing from the options listed below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Cyber Controller regains spent legendary actions at the start of its turn. Activate Grapple: The Cyber Controller can activate nearby machinery to try and grapple one creature, as per the Lair Action. Detect: The Cyber Controller makes a Wisdom (Perception) check. Taunt (Costs 3 Actions): The Cyber Controller can taunt its enemies. All hostile creatures within 60 feet of the Cyber Controller must make a DC 21 Wisdom saving throw or take 36 (8d8) logical damage, or half as much damage on a successful one. ENCOUNTER LEVEL MODIFIERS Cyber Construction: Cybermen have cybernetic bodies that are protected by armoured panels. O Cybermen never have an AC lower than 16. O Cybermen have Improved Strength and Constitution saving throws. Slow But Inevitable: Though they move slowly, Cybermen are single minded in their programmed goal of converting others. O The Cyberman’s Grip Discharge and Particle Beam have Improved damage. O If a Cyberman reduces a creature to 0 Plot Points, they will attempt to incapacitate or capture them to Cyber-convert later. CHAPTER 2 | THE ALIEN ARCHIVE 57
CYBERDRONE Cyberdrones are advance scouts and hunters for the Cybermen, resembling ffying Cyberman helmets with particle beams coming out of their eyes. Despite their decapitated appearance, Cyberdrones, as their name implies, are not disembodied Cybermen heads. They are merely robots eflciently constructed from spare Cyberman parts. CYBERMAT The Cybermat is the all-purpose inffiltration agent of the Cybermen. Resembling a silverffish or metallic worm, Cybermats work their way in through small spaces and neutralise the enemy before enabling Cybersoldiers to move in. CYBERMITE Cybermites are even tinier versions of Cybermats, about the size of large ants and they tend to attack in swarms. Cybermites are programmed to act and attack as one, taking over technological devices or, more horrifyingly, swarming over a humanoid and converting it into a Cybersoldier! SERVANTS OF THE CYBERMEN While the Cybermen are fearsome enough, they often have allies and servants aiding them. Sometimes, this is for inffiltration and at other times this is because the main Cyberforce is too weak on its own and must rely on such allies and servants to carry out their plan. CYBERDRONE Tiny Construct Armour Class: 18 (Natural Armour) Hit Points: 30 (4d4 + 20) Speed: Fly 50 ft. STR DEX CON INT WIS CHA 20 (+5) 14 (+2) 20 (+5) 8 (-1) 12 (+1) 6 (-2) Skills: Perception +5, Stealth +6 Damage Resistances: bludgeoning, piercing, slashing Damage Immunities: emotional, logical, poison Condition Immunities: charmed, exhaustion, frightened, paralysed, petriffied, poisoned Senses: darkvision 120 ft., passive Perception 15 Challenge: 1 (200 XP) Tech Level: 6 Connected: The Cyberdrone is connected to a network of linked Cybermen minds. Construct: As a constructed creature a Cybersoldier does not require air, food, sleep, or water. Frightful Presence (page 11): DC 14 Wisdom saving throw, Range 120 feet. Hunter: The Cyberdrone has expertise in Insight, Perception, and Stealth. Radiation Vulnerability: The Cyberdrone takes double damage from sources of radiation. ACTIONS Particle Beam: Ranged Weapon Attack: +4 to hit, range 30/60 ft., one target. Hit: 11 (2d8 + 2) radiant damage. ENCOUNTER LEVEL MODIFIERS Cyber Construction: Cyberdrones are protected by armoured panels. O Cyberdrones never have an AC lower than 16. O Cyberdrones have Improved Strength and Constitution saving throws. O Cyberdrone's Particle Beam does Improved damage. CYBER-POISON In desperate situations where Cybersoldiers are in short supply, the Cybermen may ffill their Cybermats with a poison that demoralises and neutralises an enemy. This poison is lethal and characterised by glowing veins that shine through the skin. A creature bitten by such a Cybermat must make a DC 13 Constitution saving throw or take 14 (4d6) poison damage and become Poisoned on a unsuccessful save. The creature continues to take 3 (1d6) poison damage per minute unless the poison is purged from its body via lesser restoration or similar efflect is applied. DOCTORS AND DALEKS | THE ALIEN ARCHIVE 58
CYBERMAT Tiny Cyborg (Cybermat) Armour Class: 18 Hit Points: 6 (1d4 + 4) Speed: 20 ft. STR DEX CON INT WIS CHA 6 (-2) 14 (+2) 18 (+4) 4 (-3) 14 (+2) 4 (-3) Saving Throws: Dexterity +4 Skills: Athletics +0, Perception +4, Stealth +4 Damage Resistances: bludgeoning, piercing, slashing Damage Immunities: emotional, logical, poison Condition Immunities: charmed, exhaustion, frightened, paralysed, petriffied, poisoned Senses: darkvision 120 ft., passive Perception 14 Civilisations: Cyberman Challenge: 1/4 (50 XP) Connected: The Cybermat is connected to a network of linked Cybermen minds. Construct: As a constructed creature a Cybermat does not require air, food, sleep, or water. Jump: If the Cybermat uses the remainder of its movement to jump after moving 10 feet, it can jump up to 30 feet. Radiation Vulnerability: The Cybermat takes double damage from sources of radiation. ACTIONS Bite: Melee Weapon Attack. +4 to hit, reach 5ft., one target. Hit: 1 piercing damage. Cybermats are typically loaded with poison or cyberconversion nanites that are transmitted through the bite. Electric Discharge: Ranged Weapon Attack. +4 to hit, range 10/20. Hit: 6 (1d8 + 2) lightning damage. CYBERMITE SWARM Medium Swarm of Tiny Cyborgs (Cybermat) Armour Class: 18 Hit Points: 61 (6d8 + 24) Speed: 20 ft. STR DEX CON INT WIS CHA 1 (-5) 14 (+2) 18 (+4) 8 (-1) 14 (+2) 1(-5) Saving Throws: Dexterity +4 Skills: Athletics +0, Perception +4, Stealth +4 Damage Resistances: bludgeoning, piercing, slashing Damage Immunities: emotional, logical, poison Condition Immunities: charmed, exhaustion, frightened, paralysed, petriffied, poisoned Senses: darkvision 120 ft., passive Perception 14 Civilisations: Cyberman Challenge: 3 (700 XP) Connected: The Cybermite is connected to a network of linked Cybermen minds. Construct: As a constructed creature a Cybermite does not require air, food, sleep, or water. It does, however, consume such things to reproduce. Jump: The Cybermite’s speed is doubled when jumping. Operate: If Cybermites get inside machinery, then they can use their own bodies to power it up, animate it, operate it, or disable it. Radiation Vulnerability: The Cybermites take double damage from sources of radiation. Swarm: The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny Cybermite. The swarm can’t regain hit points or gain temporary hit points. ACTIONS Cyberconversion: When a swarm enters another creature’s space, it attempts to convert them into a Cybersoldier. The victim must make a DC 14 Wisdom saving throw or suffler 21 (6d6) logical damage. If the creature’s hit points reach 0 in this manner, the target becomes a Cybersoldier rather than dying after three failed death saving throws. ’’‘‘ Cybermats are infiltrators. Very small, very deadly. They collect power like bees collect pollen. CHAPTER 2 | THE ALIEN ARCHIVE 59
CYBER PLANNER Sometimes confused with a Cyber Controller, a Cyber Planner is not a Cyberman but a machine, a device used to analyse situations and provide strategic and tactical advice to a Cyberforce. Cyber Planners are also used as an interface between the Cybermen and their allies, as machines are easily hidden while providing direct communication. More advanced Cyber Planners can interface with creatures to tap their creativity to better ensure the success of Cybermen missions. One such Cyber Planner inffiltrated the Doctor’s mind to become ‘Mr Clever’, absorbing some of the Doctor’s personality and engaging in a mental battle of wits with the Doctor’s original personality (Mr Clever predictably lost). CYBERPOSESSION AND SENSITIVITY By default, a Cyber Planner can’t use its Cyberpossession Action on a player character, as efflectively removing them from the game and turning their character into an NPC isn’t much fun. If you plan on using this kind of power in your games, make sure to discuss it with your players — it could potentially be a lot of fun to play as a ‘possessed’ character and secretly work as a double agent against the party, but only if everyone is on board with that kind of thing! DOCTORS AND DALEKS | THE ALIEN ARCHIVE 60
CYBER PLANNER Medium Construct Armour Class: 14 (Natural Armour) Hit Points: 26 (8d8 + 8) Speed: 25 ft. STR DEX CON INT WIS CHA 10 (+0) 10 (+0) 18(+4) 20 (+5) 20 (+5) 1 (-5) Skills: Insight +7, Perception +7 Damage Immunities: emotional, poison Condition Immunities: charmed, frightened, paralysed, petriffied, poisoned Senses: darkvision 120 ft., passive Perception 19 Civilisations: Cyberman Challenge: 1 (200 XP) Tech Level: 6 Immobile: When not inhabiting a creature, the Cyber Planner is Restrained. Logical Argument: The Cyber Planner uses Intelligence rather than Charisma when making Persuasion checks. Innate Spellcasting: The Cyber Planner’s innate spellcasting ability is Intelligence (spell save DC 17). The Cyber Planner can innately cast the following spells, requiring no components: At will: message 3/day, each: command, hold person, sleep 1/day, each: dominate person Connected: The Cyber Planner is connected to a network of linked Cybermen minds. ACTIONS Multiattack: The Cyber Planner makes two ranged attacks. Particle Beam: Ranged Weapon Attack: +2 to hit, range 30/60 ft., one target. Hit: 27 (6d8) radiant damage. Cyberpossession (Recharge 6): Advanced Cyber Planners have access to cyberpossession, or the ability to efflectively possess a creature and use it for mobility as well as taking advantage of its memories. One humanoid that the Cyber Planner can see within 5 feet of it must succeed on a DC 17 Charisma saving throw or be possessed by the Cyber Planner; the Cyber Planner’s housing unit shuts down and the target is Incapactitated antd loses control of its body. The Cyber Planner now controls the body but doesn’t deprive the target of awareness. The Cyber Planner can’t be targeted by any attack, quip, spell, or other efflect, except logical damage, and it retains its Intelligence, Wisdom, Charisma, and immunities to being Charmed and Frightened. It otherwise uses the possessed target’s statistics as well as access to any memories, feelings, or other thoughts useful to its mission. Accessing memories allows the target to make another Charisma saving throw with advantage to expel the Cyber Planner. The cyberpossession lasts until the Cyber Planner ends it as a bonus action or the Cyber Planner takes logical damage that reduces the target’s body to 0 hit points. When the cyberpossession ends, the Cyber Planner returns to its housing unit and the target is immune to further cyberpossession by the Cyber Planner for 24 hours after succeeding on the saving throw or until after the possession ends. ’’ ‘‘ I think I'm going to have to completely rework the neural interface. But this is going to be the most efficient Cyber Planner! Not a great name that, is it? I could call myself Mr. Clever! CHAPTER 2 | THE ALIEN ARCHIVE 61
CYBERZOMBIE As their name implies, Cyberzombies are efflectively walking corpses programmed to serve the Cybermen. In most cases, the Cyberzombie is technically still ‘alive,’ although the augmentation of their bodies and minds erases their former personalities. Like Cybershades, Cyberzombies are used for situations that a Cybersoldier can’t perform on its own, but Cyberzombies retain the skills they had prior to their conversion. CYBERSHADE A chimaera of beast, Cyberman, and Cyberzombie, the Cybershade is an animalistic creature augmented with technology and a recognisable faceplate. As they are drawn from local animals and manipulated or spliced with other animals and grafted onto a metallic frame, Cybershades don’t have a common appearance, although most resemble semi-bipedal apelike creatures. Like Cybermats, Cybershades are servants, but they are designed for retrieval operations and, if necessary, combat. They are ffiercely loyal to their masters. TEMPORARY CYBERZOMBIES Creatures turned into Cyberzombies via hypnotic methods don’t use the Cyberzombie stat block. Instead, when a Cyberman attempts to hypnotise the potential Cyberzombie, the creature afflected must make a DC 14 Charisma saving throw or accept all orders given it by a Cyberman and no longer acts on its own. A creature that makes its saving throw is immune to this efflect for 24 hours. Fortunately, it is possible to return such a Cyberzombie to its original personality. Causing emotional or logical damage enables it to make another Charisma saving throw and, in cases where a helmet is used, removing the helmet causes 21 (6d6) lightning damage but enables the creature, if it survived, to return to normal and also grants it the 24 hour reprieve. This damage can be neutralised if another creature makes a DC 15 Intelligence (Security Tools) check, with a success removing the helmet safely and a failure infficting the usual damage while still removing the helmet. CYBERSHADE Medium Cyborg (Beast) Armour Class: 16 (Natural Armour) Hit Points: 51 (6d8 + 24) Speed: 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 18 (+4) 16 (+3) 18 (+4) 6 (-2) 12 (+1) 7 (-2) Skills: Acrobatics +5, Athletics +6, Perception +3, Survival +3 Damage Resistances: emotional; bludgeoning, piercing, and slashing Damage Immunities: logical, poison Condition Immunities: charmed, exhaustion, frightened, paralysed, petriffied, poisoned Senses: darkvision 120 ft., passive Perception 13 Challenge: 2 (450 XP) Connected: The Cybershade is connected to a network of linked Cybermen minds. Construct: As a constructed creature a Cybershade does not require air, food, sleep, or water. Radiation Vulnerability: The Cybershade takes double damage from sources of radiation. ACTIONS Multiattack: The Cybershade makes two ffist attacks. Fist: Melee Weapon Attack. +6 to hit, reach 5 ft., one target. Hit: 6 (1d6+4) bludgeoning damage. ENCOUNTER LEVEL MODIFIERS Cyber Construction: Cybershades are protected by armoured panels. O Cybershades never have an AC lower than 16. O Cybershades have Improved Strength and Constitution saving throws. DOCTORS AND DALEKS | THE ALIEN ARCHIVE 62
CYBERZOMBIE Medium Construct (Humanoid) Armour Class: 10 (Natural Armour) Hit Points: 26 (4d8 + 8) Speed: 25 ft. STR DEX CON INT WIS CHA 16 (+3) 10 (+0) 14 (+2) 10 (+0) 10 (+0) 6 (-2) Damage Resistances: emotional, logical Condition Immunities: charmed, frightened, paralysed, petriffied, poisoned Senses: darkvision 120 ft., passive Perception 10 Challenge: 1 (200 XP) Tech Level: 6 Skilled: The Cyberzombie retains all skill profficiencies it had in life. Undead Fortitude: If damage reduces the Cyberzombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is from a critical hit. On a success, the Cyberzombie drops to 1 hit point instead. Connected: The Cyberzombie is connected to a network of linked Cybermen minds. ACTIONS Grip Discharge: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d8) lightning damage. The process of creating Cyberzombies has changed over time. Initially, a Cyberzombie was simply a hypnotised human or one forced into servitude via a hypnotic helmet. Such Cyberzombies were diflcult to control (see Temporary Cyberzombies) and more invasive procedures were developed. These newer methods used nanotechnology to alter a creature from the inside, destroying their former selves and turning them into, well, technological zombies! It is diflcult but not impossible to ‘reach’ the former personality inside a Cyberzombie, but unfortunately such efflorts are only temporary, as the Cybermen tend to install kill switches inside their Cyberzombies that activate when a Cyberzombie deffies orders, killing them. CHAPTER 2 | THE ALIEN ARCHIVE 63
SUPERIOR CYBERMEN Cybermen are always upgrading themselves and, at times, beneffit from upgrades offlered to them. Over time, this can result in the creation of a new, evolved Cyberspecies that are demonstratively superior to their previous forms. Three such ‘superior Cybermen’ are offlered here, although there are undoubtedly many more. 3W CYBERMEN In the early 21st century, Earth was threatened by a unique Cyberman variant. The Time Lady Missy developed them from a Mondas/ Cybus blend, applying numerous upgrades using her sophisticated grasp of science and technology. The method of creation made these Cybermen quite unique despite the similar appearance to other models. Missy captured the minds of an enormous number of people at the moment of their death, storing them in a Data Slice from the Gallifreyan Matrix known as the Nethersphere. She persuaded them they were in the afterlife, but would continue to suffler unless they deleted their own emotions. Once they had been tricked into modifying their psyche, they were re-downloaded into their dead bodies, which had been upgraded into Cybermen. The Cybermen followed Missy’s instructions without hesitation. She exercised control using a special bracelet, which she gave to the Doctor, who in turn gave it to Danny Pink, a Cyberman who had retained his sense of identity. Danny ordered the Cybermen to self-destruct in the sky to eliminate the threat. 3W Cybermen are mechanically identical to Cybus Cybermen, but have a ffy speed of 60 feet. CYBERPOLLEN The ffirst set of 3W Cybermen were loaded with Cyberpollen, which spread into the atmosphere when they self-destructed. The Cyberpollen came down in the rain. Wherever the pollen-rich water crept into contact with a dead body, it initiated a conversion sequence. Many (but not all!) dead bodies were fully converted into Cybermen, and their minds were downloaded from the Nethersphere. Cyberpollen has no statistics, as it is essentially an unkillable Cybermite swarm, but the characters can neutralise Cyberpollen as they would any liquid-based chemical, likely with an appropriate collaborative check. DOCTORS AND DALEKS | THE ALIEN ARCHIVE 3W UPGRADE A Cyberman of the Cyberiad has the same statistics as a Cybersoldier or Cyber Leader with the following changes: Fly. 3W Cybermen have a ffy speed of 60 feet. Animate Dead. Cyberpollen can transform an intact corpse into a 3W Cyberman. Remote Controller. Rather than a Cyber Controller, 3W Cybermen are programmed to take orders from anyone holding the Remote Controller, a technological bracelet. 64
CYBERMASTERS The Doctor’s most recent encounters with the Cybermen came in the most unlikely of places — Gallifrey. The Master had returned, burning the restored Gallifrey capital. After taking the Cyberium from Ashad, the Master created a race of regenerating Cybermen in the image of the Time Lords, using Time Lord biology and Cyber-technology. These Cybermasters could regenerate if killed, making them an incredibly formidable foe. While Ko Sharmus detonated the ‘Death Particle’, destroying all organic life in Gallifrey, there is always the chance that one or more of these dangerous Cybermasters escaped the explosion in a time capsule. THE CYBERIAD After long centuries where Cyberman technology was relatively static, they achieved a series of breakthroughs to become the Cyberiad, a uniffied network of cyber-minds. They renewed their wars and human society was forced into a paranoid retreat, knowing that any weakness discovered by even a single Cyberman would be immediately exploited by the whole Cyberiad, and any efflective weapon would be quickly made redundant. A single Cyberman’s presence became suflcient reason to sacriffice many innocent lives. Humanity won the Cyberwars only by completely destroying an entire galaxy. Now humanity lives in fear of the Cyberiad’s return. CYBERIAD UPGRADE A Cyberman of the Cyberiad has the same statistics as a Cybersoldier, Cyber Leader, or Cyber Controller, with the following changes: Detachment. The Cyberman can detach a body part and allow it to operate independently for speciffic tasks at up to 100 yards. It operates as mage hand, but with an unlimited duration. Quicksilver. The Cyberman can move in a quick burst of speed once per minute. Treat this movement as misty step. Upgrade. Once a Cyberman takes damage, it upgrades itself 1d4 rounds later to become resistant to that damage type and immune after an additional 1d4 rounds. The Upgrade trait is usually weaponspeciffic, so at the Gamemaster’s discretion a Cyberman that becomes resistant to Davros’ lightning may not also be resistant to an Exterminator until it is hit by that as well. CHAPTER 2 | THE ALIEN ARCHIVE CYBERMASTER UPGRADE A Cybermaster has the Cyberiad upgrades as well as the following: Regeneration. When a Cybermaster would die, it can choose to regenerate over a 24 hour period instead. It can only regenerate in this way 12 times under normal circumstances. 65
DALEKS
DALEKS ‘Today the Kaled race is ended, consumed in a ffre of war. But from its ashes will rise a new race: the supreme creature, the ultimate conqueror of the Universe, the Dalek.’ — Davros, creator of Daleks and the Dark Lord of Skaro Devoid of all emotion other than hate, the Daleks mercilessly exterminate every other species in the Universe, judging them inferior. Capable of time travel, the Daleks eventually rivalled the Time Lords in power, leading to the Last Great Time War and the near-total destruction of the Universe. BACKGROUND On the planet Skaro, the humanoid Kaleds and Thals waged a planet-wide, thousandyear war that eventually went nuclear. The conffict continued even after the conclusion became obvious: near-total annihilation of all planetary life. Recognising genetic degradation to be the ultimate fate of the Kaled race, Davros, their chief scientist, accelerated the mutation process while deliberately manipulating DNA to reject weaknesses such as fear and mercy. Then, he placed his creations in lifesupporting war machines to fflnish the war and survive as a new species: the Daleks. Davros’ programming worked too well. The Daleks considered themselves the superior lifeform not just on Skaro but throughout the Universe, and even the Kaleds were not spared. At fflrst, the Daleks waged their genocidal war through conventional hyperdrive technology. Hungry for new military advantages and fed by the conquest of a thousand worlds, Dalek scientists began unravelling the secrets of time travel. While the Doctor could not stop them, they repeatedly delayed Dalek advancements. DOCTORS AND DALEKS | THE ALIEN ARCHIVE 68
THE DOCTOR AND THE DALEKS Foreseeing a time when Daleks would threaten even them, the Time Lords sought out the Doctor to destroy them before their creation. While the Doctor originally accepted the task, the Doctor could not complete it, a choice they have deeply regretted since the Time War. Besides disrupting their experiments in time-travel, the Doctor has destroyed numerous other potential advances that could have handed the Daleks mastery over the Universe: On Spiridon, the Daleks attempted to master the natural ability of the indigenous species to render themselves invisible. After engineering a devastating galactic plague, the Daleks attempted to monopolise the one known cure, a compound called parrinium, found on Exxilon. In the year 4000, the Daleks formed an alliance with other species bent on destroying the Earth Empire and dividing the Universe among themselves. The ultimate method of destruction was to be a Time Destructor, a device that slowed down, sped up and reversed time. In 1988, the Daleks attempted to recover a stellar manipulator near Coal Hill School in London, where the Doctor had hid it 25 years earlier. Known as the Hand of Omega, the device was created by the Time Lords to transform stars into supernovas and singularities, which could then provide power for TARDISes. The Daleks sought an efficient power source for their own time machines. In the end, the device turned Skaro’s sun supernova, destroying the Dalek homeworld. Around the year 200,000, during the Fourth Earth Empire, the Daleks took over Satellite Five. It was here the Doctor fflrst learned that the Dalek Emperor had survived the Time War. Rose Tyler was only able to stop the Daleks by absorbing the energies that powered the TARDIS, allowing her to annihilate them. The Doctor has handed the Daleks so many defeats and destroyed so many of their kind that the Doctor is known to them as the Oncoming Storm, and one of very few beings in the Universe that invokes something akin to fear in Daleks — an emotion they should not even possess. The most severely aflected are imprisoned within the Dalek Asylum, a prison world dedicated to Daleks which have gone insane. Since the Time War, the Doctor has also developed an unlikely emotion: utter hatred of the Daleks and an active desire to rid the Universe of them. Their position is extreme enough that the Daleks have repeatedly mocked the Doctor as being Dalek-like in their pursuit of their destruction of Dalekkind. More recently, when confronted with overwhelming odds, the Doctor even tricked the Daleks into mopping up a very human error, eradicating the Dalek security drones with extreme prejudice. MOTIVES AND AGENDAS Simply ruling the Universe is not sufficient. The Daleks’ ultimate motivation is purging inferior species until nothing survives except pure Daleks. They show no mercy and make no exceptions. They hold no value in culture and assimilate nothing beyond what contributes to military superiority. Daleks’ view of other species goes well beyond superiority and inferiority; they utterly hate ‘lesser’ life forms. They exterminate nonDaleks the way others exterminate vermin. Insanity only heightens this hatred, which is why insane Daleks are imprisoned rather than destroyed as defflcient: they epitomise the ultimate in hatred. Beyond their primary goal of subjugation and destruction, their secondary goal is preserving their species. They do not hesitate to destroy themselves when it furthers the Dalek species as a whole. Without fear of death, the Daleks invade with unrelenting force. Only in the face of total defeat do Daleks retreat, conserving resources until they can replenish numbers and continue the fflght. CHAPTER 2 | THE ALIEN ARCHIVE 69
ENCOUNTERING DALEKS The Dalek mutant is a horror in its own right, a one-eyed, tentacled monstrosity. The Dalek’s body is integrated into its travel machine, the two fused through ffuid and electrical conduits that allows the creature to operate the metal shell as an extension of itself. Nevertheless, it is possible, although painful, for the Dalek creature to detach itself and move on its own. However, they can only survive outside the life-support machines for an hour, abandoning them only in dire circumstances. The Daleks’ severe mutations left them unable to biologically reproduce. Instead, they are grown in vats. They are not clones; rather, in their quest for perfection, Dalek scientists combine multiple strands of DNA for each new Dalek. Every aspect of a Dalek’s existence is devoted to warfare. Dalek scientists do more than ensure genetic purity without troublesome emotion: they also mechanically indoctrinate the incubating creature. Once a mature Dalek is placed within its travel machine, the onboard computer system continues to inffuence its perspective. This is, however, a secondary inffuence. The Doctor’s attempt at reprogramming the computer merely resulted in a Dalek that hated other Daleks rather than embracing any positive emotion. At various times, Daleks have found themselves without proper material to reproduce themselves. In these circumstances, Daleks have repeatedly attempted to convert recently deceased humans into Daleks by separating the head and submitting it to genetic, biological, and mechanical manipulation. The process is immensely inefficient; to properly erase all sense of individuality and emotion requires thousands of failed transformations for every one success. Since the Time War, which was originally thought to have destroyed all Daleks, the biological Dalek creatures have gone through multiple profound changes, at various times coming from human, Kaled, and pure Dalek stock: Part of species preservation is ensuring the Dalek line remains pure. Periodically, divisions develop within the Dalek collective, and civil war erupts between factions all believing themselves superior both genetically and ideologically. Dalek culture is utterly egalitarian. Every Dalek is of equal importance and capability. To think otherwise would be accepting lessperfect specimens within the species. There is, however, a strict military hierarchy, for while the Daleks are all of one purpose, they are not a hive mind. Coordinated eflorts require leadership and subordinates. These ranks are entirely functional and give no implication of superiority or inferiority. DOCTORS AND DALEKS | THE ALIEN ARCHIVE 70
Most models are ffltted with a manipulator arm and an energy weapon that kills with a single shot. In energy-disrupting environments, the weapon can be swapped out for a solid projectile version. Heavy weapon Daleks forgo the manipulator arm entirely and are armed with a large central cannon capable of massive, explosive damage to physical structures. The manipulator arm most commonly ends in a round, malleable rubber interface. This led to Dalek controls being primarily circular. However, it can also manipulate a variety of foreign control panels. It has a variety of other uses as well, everything from suflocating a lifeform to absorbing brainwaves from intelligent victims to downloading data. Besides being constructed of highly resistant Dalekanium, Daleks are also protected by a forceffleld. Daleks can survive everything from water submersion to the vacuum of space. Moreover, the shell is self-repairing, although it takes tremendous energy to manipulate the Dalekanium. Despite all this, there are weapons that can damage a Dalek, particularly when fflre is concentrated. The most vulnerable point is the eye stalk, so opponents often fflnd it easier to blind a Dalek than to destroy it. One Dalek fell through a crack in time, declared himself the God-emperor, and created new Daleks from human DNA. These were all destroyed by Rose Tyler. The Cult of Skaro survived the Time War in the void ship, which also contained the Genesis Ark. While the Ark preserved several thousand Daleks, they were all eventually sucked back into the Void. Eventually, all but Dalek Caan perished. Dalek Caan freed Davros from the time-lock of the Time War and forcibly created new Daleks from Davros’s DNA. Most were destroyed along with the Reality Bomb. Most recently, a contingent of Daleks seized the Progenitor, a device containing original Dalek DNA, and used it to create the New Paradigm Daleks. In most of these circumstances, there are no known surviving Daleks, but that might not be true in the universe of your games! DALEK CONSTRUCTION The Dalek travel machine provides necessary life support for the Dalek mutant inside. Beyond that, every facet of the shell’s design is inffuenced by military need. CHAPTER 2 | THE ALIEN ARCHIVE 71 BLINDING A DALEK A Dalek eyestalk hit by an attack that deals 20 or more bludgeoning or lightning damage is blinded until it can fflnd a way to have it repaired. If a character targets a Dalek eyestalk, the attack has disadvantage. The GM is the arbiter of whether any other attack would hit the eyestalk.
INVASION PROCEDURES Thousands of years of conquest has established an eflective system of invasion: Invasion: Daleks target worlds rich in resources or possessing signifflcant levels of technology. Large populations are a bonus, since they provide plentiful slave labour and rarely ofler signifflcant resistance. Their invasions are quick and brutal. First, they annihilate space ffeets so they cannot retake the planet. Next, orbital bombardment destroys all planetary defences, clearing the way for landing and obliteration of all remaining sources of resistance. Extermination: Once the planet is under control, they exterminate large numbers of the population to induce further terror, as well as create a manageable number of prisoners. Enslavement and Exploitation: Survivors are forced into labouring for the Daleks, collecting resources, and working in factories. The Daleks employ a variety of direct controls on certain slaves to use them to police other, unmodiffled prisoners. Expansion: The planet is transformed into a new staging area for further Dalek exploration and invasion. Abandonment: Eventually, a planet loses its value either because it has been drained of resources or because the location no longer has strategic importance. If the resources are available, the planet is destroyed. Otherwise, the Daleks simply abandon it, leaving survivors to struggle on a burnt out, toxic world. The life-support machinery operates on a variety of levels. When unneeded, the mutant can fall into sleep, conserving resources, yet can be instantly awakened by its shell. When the shell is badly damaged, power becomes dedicated to the mutant’s survival, and, in the most extreme cases, it can be placed into suspended animation. Besides reinforcing Dalek programming, the onboard computer processes massive amounts of data to almost immediately calculate the correct course of action. It includes pertinent records of successes, defeats, enemies, tactics, psychology of their enemies and so forth. Early Dalek travel machines had signifflcant limitations. They routed power through the ffoors of their fflrst cities and spaceships, which the casings then absorbed. This vastly limited their mobility, as did their wheel-based locomotion. Later Daleks carried their own power supplies and possessed anti-gravity platforms, allowing them to easily traverse difficult terrain and change elevation. ’’‘‘ Without your gun you're a tricycle with a roof. How are you going to destroy me? DOCTORS AND DALEKS | THE ALIEN ARCHIVE 72
SONIC HYPNOSIS Collaborating with the Master, the Daleks strained ties between the Earth and Draconian Empires by attacking each side with mercenaries while employing a device that made survivors believe they were being confronted by the enemy they feared the most. Possessing a Sonic Hypnosis device allows the wielder to cast the SRD spell weird. After using the Sonic Hypnosis device, it cannot be used again until you have fflnished a long rest. HUMAN DUPLICATES Daleks can create physical duplicates of humans under their control. They are used for infflltration and assassination. However, the duplicates tend to develop shadows of their originals’ personalities, which lead them to resist. Human Duplicates are more of a plot device than a usable Gadget. You can use Robomen (page 94) as a starting point for how human duplicates work, replacing their resistance to the Mind Control Helmet with their original personality gradually taking over. TIME DESTRUCTOR Powered by the extremely rare element taranium, the time destructor warped time and space, causing time to slow down, speed up and reverse. Possessing a Time Destructor allows the wielder to cast the SRD spell time stop. After using the Time Destructor, it cannot be used again until you have fflnished a long rest. REALITY BOMB When exposed to the time rift within the Medusa Cascade, the Reality Bomb would have disrupted electrical fflelds at an atomic level, tearing atoms apart not just throughout this Universe but through all universes. The only survivors would be Daleks loyal to Davros. You’re unlikely to set ofl a Reality Bomb in the course of your games — it would mean the end of the campaign! However, it certainly makes for a massive threat your players will want to stop. DALEK TECHNOLOGY Daleks are one of the most technologically sophisticated races in the Universe, and they are constantly developing new advances to assist in their subjugation of the Universe. A sample of their creations include: DALEKANIUM A Dalek’s metal shell is built from Dalekanium, a superstrong, lightweight alloy. The material can also be refflned into explosives strong enough to puncture a TARDIS’s outer interface. MIND CONTROL HELMET Daleks enslave large numbers of people on conquered worlds. Rather than dedicating resources to controlling these populations, they take control of some of the prisoners and use them to police the rest. A helmetlike device renders wearers, sometimes described as Robomen, completely open to Dalek orders. The process is so mentally invasive, however, they eventually go insane and commit suicide. The Mind Control Helmet is a plot device rather than a Gadget — characters that intend to use any form of mind control device to their own ends won’t spend much time as a companion of the Doctor! It might be possible for characters to overwrite the powers of a Dalek Mind Control Helmet, but this would be very difficult, requiring at minimum a DC 18 Collaborative Check using Technology or a similar skill. You can fflnd more information on Robomen and the results of exposure to a Mind Control Helmet on page 94. DALEK PUPPETS Daleks use clouds of nanogenes to invade tissue and build mechanical structures within biological hosts, including an eye-stalk in the middle of the forehead and weaponry in the arms. When used on the dead, the results are zombie-like. When used on the living, the host’s memories are made available to the Daleks, who let the puppet operate as normal until the appropriate moment to reveal their true natures. Dalek puppets are much more reliable than Robomen, although they still sometimes resist their conditioning. See page 88 for more about Dalek Puppets. CHAPTER 2 | THE ALIEN ARCHIVE 73
DALEKS AND HUMANITY While the Daleks see their ultra-rational approach as the superior tactic, some acknowledge that it fails in certain circumstances. As such, they wish to identify what qualities would further perfect the species, qualities they believe might be present in the warlike humans, a species the Daleks may never have noticed at all were it not for the Doctor’s predilection for human companions. Daleks and humanity have warred numerous times: the fflrst full-scale invasion of Earth happened in 2164, and they crossed paths repeatedly through all four Earth Empires. Most recently, the Cult of Skaro seized a Gallifreyan prison vessel they termed the Genesis Ark and released thousands of Daleks onto early 21st century Earth. And still Earth has prevailed, while the post-war Daleks remained on the brink of extinction. With so many defeats at the hand of humanity, the Daleks have repeatedly attempted to discern the advantage humans possess and engineer it for themselves. Imagination, unpredictability and, above all, individuality are all anathema to Daleks, yet serve humanity well. One of the Dalek Emperors attempted to inject the ‘human factor’ into Daleks, but they immediately rebelled. Attempts to use human tissue to create new Daleks has met with very limited success. Another Emperor created the Cult of Skaro as an experiment, going so far as to give them names. The Cult then attempted to reengineer the minds of humans so they were Dalek in mind but human in body. The most radical member of the Cult, Dalek Sec, took the experiment a step further and biologically fused himself with a human. The resulting emotional and mental changes caused the other Cult members to exterminate him. A recent iteration of the Daleks, the New Paradigm Daleks, made great strides in restoring the Dalek Empire, operating within a parliamentary system headed by a Dalek Prime Minister rather than an Emperor. This was short lived, as they were quickly classiffled as ‘inferior’ to the Dalek Empire, and many of the New Paradigm were purged from Dalek ranks. MAGNETRON This monstrous device can move entire planets through both time and space. There are, however, very limited reasons why the Daleks would want to do such a thing. DALEK TIME MACHINES As the opponent of the Time Lords in The Last Great Time War, the Daleks have some of the most advanced temporal technology of any species. TIME CORRIDORS The Daleks’ fflrst success in time travel came in the form of Time Corridors. Each corridor connects two specifflc points in time and space. This inefficient process requires tremendous amounts of energy. If you want to use a Dalek Time Corridor in your game, it works as described on page 209 of the Doctors and Daleks: Player's Guide. TIME MACHINES With stolen Gallifreyan technology, the Daleks eventually created machines similar to TARDISes, including dimensional transcendence, which allows the inside to be larger than the outside. These use the same statistics as the Superior Time Ship on page 207 of the Doctors and Daleks: Player's Guide. VOID SHIP Using technology so advanced the Doctor thought it impossible, a void ship travels in the spaces between universes, making it utterly undetectable. The Cult of Skaro escaped annihilation at the end of the Time War by sheltering within one. The vessel is thought to be unique, and very little is known about it. ’’ ‘‘ I always thought it was just a theory, but... It's a vessel designed to exist outside time and space. Travelling through the Void. DOCTORS AND DALEKS | THE ALIEN ARCHIVE 74
DALEK ADVENTURES Xara was once a popular travel destination due to its natural splendours. Then the Time War came, and the Daleks easily overran the sparsely inhabited and non-militarised planet. Long abandoned, the planet is a bizarre mix of resort structures, deserted Dalek bunkers, and local ffora attempting to re-establish itself after the Daleks’ abrupt departure. Several survey teams from competing intergalactic hotel chains have recently arrived on Xara, but the survey members begin turning on one another, some suspect the Daleks left something else behind. The characters arrive in the middle of a war between the Daleks and one of the future human empires. The characters might primarily interact with nonDaleks while the threat of imminent invasion or destruction is always near. Complications might include dealing with human duplicates sent by the Daleks to infflltrate the other side, retrieval of Dalek technology from a supposedly abandoned outpost or rescuing survivors from a ship dead in space, all but destroyed by the Daleks. Throughout their history, Daleks have invented an arsenal of deadly devices. Characters can encounter the newest device currently in production and need to fflnd a way of destroying it (the most direct approach) or subverting its creation (leading slave rebellions, stealing rare but necessary components, and so on). Considering the Daleks have built everything from Robomen to Reality Bombs, the Gamemaster has a full playing ffleld as to what the Daleks currently have in store for the Universe. USING DALEKS Ruling a Universe purged of all inferior lifeforms is the ultimate motivating force behind all Daleks. They have approached that goal in numerous, sometimes complex, ways but their motivations always return to that single cold fact. You should be particularly mindful when using Daleks in adventures. They are immensely powerful, destructive beings with no reason to keep the characters alive unless they are of some use. The characters cannot reason with them the way they might with many other villains, and they are incredibly difficult to destroy. The Doctor rarely confronts the Daleks head on, and your characters should avoid doing the same. If the characters are going to personally encounter Daleks, the Gamemaster should always have contingency plans in place: what might be used to kill a Dalek, methods of escape, NPCs who can come to the rescue, and so on. In the best circumstances, the players recognise these resources and employ them themselves. However, if they don’t, the Gamemaster needs a secondary plan to save the party from extermination. On the plus side, there are few corners of time and space the Daleks have not touched. There are plenty of opportunities to get characters intertwined with Dalek activities without them going directly against a Dalek. In this regard the Daleks might be used as a force of nature or a background element, their schemes painting a wider tableau against which the characters’ adventures take place. DEFEATING DALEKS The Doctor has repeatedly tried to stop the Daleks without resorting to violence, always in vain. If your group are reluctant to kill Daleks, then disabling their eyestalks (page 73), exploiting their mobility limitations, forcing them to use their emergency temporal shift, or simply tricking them into retreating may be your only options. ’’‘‘ Daleks have no conscience. No mercy. No pity. CHAPTER 2 | THE ALIEN ARCHIVE 75
MOBILE LIMITATIONS Early Dalek designs suflered from restricted movement. Prior to their plan to conquer the Universe, the early Daleks of Skaro were dependent on their cities to provide power for their casings and their architecture enabled them to freely travel without having to worry about things like stairs. These restrictions followed them to the stars until Dalek scientists realised the need to adapt their casings for ffleld operations. If you want the characters to encounter ‘early Daleks’, apply one or both of the following traits to their statistics: Remove the Dalek’s Fly speed. Instead, early Daleks can only ‘hop’ a few inches to overcome rocks, rubbish, tubing, or other minor obstructions on uneven terrain. Add Weakness: Power Dependency. The Dalek needs constant current to remain fully operational. For every 10 minutes a Dalek lacks current, it takes a level of Exhaustion which cannot be removed until power is restored. If the Dalek reaches the 6th level of Exhaustion due to this, it is Incapacitated rather than dead. These limitations are also appropriate for salvaged or improvised casings or Daleks that have been dormant for long periods of time. DOCTORS AND DALEKS | THE ALIEN ARCHIVE OTHER ARMS Standard Dalek Drones (and even higher-ranked ones) typically have an exterminator and a sucker manipulator arm. In some situations, a Dalek may swap one or both of these for alternative equipment, such as the items listed below. Cutting Tool. A Dalek may replace its sucker arm with a cutting tool to burn through doors and other physical barriers. Such tools only have a range of 5 feet, but do 14 (4d6) fflre damage and deal double damage to objects. Exterminator Spray. Some Dalek exterminators fflre a cone rather than a straight line. These cones have a range of 60 feet, with all creatures aflected needing to make a Dexterity saving throw (DC equal to 8 + the Dalek’s Dexterity modiffler + the Dalek’s profflciency bonus) or take the listed damage for the exterminator, or half damage on a successful save. Daleks with this option cannot multiattack and use their Exterminator Spray. Extra Exterminator. Daleks in combat missions or given guard postings often add an exterminator to increase their oflensive potential. Whenever a Dalek with an Extra Exterminator makes an Exterminator attack, it deals an additional 18 (3d12) damage. Grasper. The Dalek’s sucker arm is replaced with a claw or ‘hand’ capable of grasping and manipulating fflne objects. Daleks assigned to scientifflc or technical details sometimes forgo their exterminator to install two graspers, although they generally keep a handheld exterminator nearby, just in case. Scanner. A Dalek may replace its sucker arm with a scanning device. This acts exactly as a datapad, medical scanner, or time scanner (or even a combination of all three Gadgets). Stunner. Some Daleks have exterminators that also have a stun setting, useful for when a Dalek wants to interrogate a prisoner. Rather than an attack roll, any creature within the normal range of an exterminator must make a Constitution saving throw (DC equal to 8 + the Dalek’s Dexterity modiffler + the Dalek’s profflciency bonus) or be Restrained for 10 minutes. 76
DALEK DRONE The most commonly encountered Dalek is the Dalek Drone. The ‘Dalek Drone’ covers a wide range and variety of Daleks, from scouts assessing new worlds to scientists running experiments to the standard soldier shouting the cry of ‘Exterminate!’ as it kills its way through an enemy population. DALEK DRONE Medium Construct (Mutant) Armour Class: 18 (Dalekanium Casing) Hit Points: 210 (20d8 + 120) Speed: 30 ft., 60 ft ffy STR DEX CON INT WIS CHA 20 (+5) 10 (+0) 22 (+6) 17 (+3) 14 (+2) 15 (+2) Saving Throws: Constitution +10, Intelligence +7, Wisdom +6, Charisma +6 Skills: Deception +10, Intimidation +6, Medicine +6, Survival +10, Technology +7 Damage Vulnerabilities: Logical Damage Resistances: bludgeoning, emotional, piercing, slashing Damage Immunities: cold, poison Senses: darkvision 120 ft., passive Perception 12 Languages: All Challenge: 10 (6,000 XP) Tech Level: 9 Cunning: Whether due to their robotic appearance to those unfamiliar with them or the fear of death to those who are familiar, Daleks have an easy time convincing others to help them survive. Daleks double profflciency bonus when making Charisma (Deception) and Wisdom (Surviva) checks (this is already included in their statistics above). Dalekanium Armour: Whilst armoured, a Dalek does not require air, food, sleep, or water. Additionally, a Dalek in armour is immune to any type of inhospitable atmosphere, including the vacuum of space. Frightful Presence (page 11): DC 16 Wisdom saving throw, Range 120 feet. Manipulator Arm: A Dalek can manipulate any sort of technology (Tech Level 9 and lower). Other ‘special operations’ Daleks can be ffltted with single-purpose arms such as a cutting tool, a claw, or stronger weapons (see page 78). Self-Destruct: Whenever a Dalek’s hit points are reduced to 0 via logical damage, it remains conscious but takes no action other than to self-destruct on its next turn. This completely destroys the Dalek and anyone within 5 feet must make a DC 15 Dexterity saving throw, taking 5d6 fflre damage on a failed save, or half damage with a successful one. ACTIONS Exterminator. Ranged Weapon Attack: +4 to hit, range 40/80 ft., one target. Hit: 52 (8d12) lightning damage. ENCOUNTER LEVEL MODIFIERS Dalekanium Armour: A squishy Dalek mutant is encased in a resilient metallic exoskeleton made of Dalekanium, almost impervious to harm O Daleks never have an AC lower than 18. O Daleks have Improved Strength and Constitution saving throws. Exterminators: Dalek weaponry is highly advanced and dangerous, engineered to exterminate any and all other life forms. O The Dalek Exterminator Ray has Improved to hit rolls and Improved damage. Logical Conquerors: The Dalek mind is indoctrinated to exterminate all other forms of life and is highly resilient to emotional arguments. However, this mental programming can cause them to Self-Destruct (see above) in moments of intense peril. O Daleks have Improved Intelligence, Wisdom, and Charisma saving throws. O The Dalek’s Frightful Presence has an Improved Saving throw DC. CHAPTER 2 | THE ALIEN ARCHIVE 77
DALEK ELITE The Dalek Elite are the ffleld commanders, scientifflc directors, chief engineers, and, well, elite soldiers of the Daleks. Physically, they resemble Dalek Drones but have a diflerent paint scheme or other distinctive features to denote their higher status. DALEK ELITE Medium Construct (Mutant) Armour Class: 18 (Dalekanium Casing) Hit Points: 210 (20d8 + 120) Speed: 30 ft., 60 ft ffy STR DEX CON INT WIS CHA 20 (+5) 12 (+1) 22 (+6) 17 (+3) 16 (+3) 18 (+4) Saving Throws: Constitution +11, Intelligence +8, Wisdom +8, Charisma +9 Skills: Deception +14, Intimidation +9, Medicine +8, Perception +8, Survival +13, Technology +8 Damage Vulnerabilities: Logical Damage Resistances: bludgeoning, emotional, piercing, slashing Damage Immunities: cold, poison Senses: darkvision 120 ft., passive Perception 18 Languages: All Challenge: 13 (10,000 XP) Tech Level: 9 Cunning: Whether due to their robotic appearance to those unfamiliar with them or the fear of death to those who are familiar, Daleks have an easy time convincing others to help them survive. Daleks double profflciency bonus when making Charisma (Deception) and Wisdom (Surviva) checks (this is already included in their statistics above). Dalekanium Armour: Whilst armoured, a Dalek does not require air, food, sleep, or water. Additionally, a Dalek in armour is immune to any type of inhospitable atmosphere, including the vacuum of space. Frightful Presence (page 11): DC 16 Wisdom saving throw, Range 120 feet, free action. Manipulator Arm: A Dalek can access any sort of technology (Tech Level 9 and lower). Other ‘special operations’ Daleks can be ffltted with single-purpose arms such as a cutting tool, a claw, or stronger weapons. Self-Destruct: Whenever a Dalek’s hit points are reduced to 0 via logical damage, it remains conscious but takes no action other than to self-destruct on its next turn. This completely destroys the Dalek and anyone within 5 feet must make a DC 15 Dexterity saving throw, taking 5d6 fflre damage on a failed save, or half as much damage with a successful one. ACTIONS Exterminator. Ranged Weapon Attack: +4 to hit, range 40/80 ft., one target. Hit: 52 (8d12) lightning damage. REACTIONS Emergency Temporal Shift: High ranking Daleks can use an Emergency Temporal Shift as a Reaction whenever they feel their continued existence is in danger. The Dalek throws itself into the Vortex, experiencing similar eflects to a Temporal Shift (Player's Guide, page 210). ENCOUNTER LEVEL MODIFIERS Dalekanium Armour: A squishy Dalek mutant is encased in a resilient metallic exoskeleton made of Dalekanium, almost impervious to harm O Daleks never have an AC lower than 18. O Daleks have Improved Strength and Constitution saving throws. Exterminators: Dalek weaponry is highly advanced and dangerous, engineered to exterminate any and all other life forms. O The Dalek Exterminator Ray has Improved to hit rolls and Improved damage. Logical Conquerors: The Dalek mind is indoctrinated to exterminate all other forms of life and is highly resilient to emotional arguments. However, this mental programming can cause them to Self-Destruct (see above) in moments of intense peril. O Daleks have Improved Intelligence, Wisdom, and Charisma saving throws. O The Dalek’s Frightful Presence has an Improved Saving throw DC. Dalek Elites are most commonly encountered as ffleld commanders; there are several ranks of Dalek Elite beneath the Dalek Supreme. Occasionally, a Dalek Elite may even be mistaken for a Dalek Supreme by its enemies. This is encouraged, as the destruction of such an Elite gives the enemy a false sense of security and a lowered guard before the true Dalek Supreme surprises them! DOCTORS AND DALEKS | THE ALIEN ARCHIVE 78
DALEK SUPREME Second only to the Emperor, the Dalek Supreme oversees the ffleld operations of the Dalek Empire. It is usually set apart from other Daleks by a unique colour scheme and even a unique casing designed to make it taller and bulkier from those it commands, a DALEK SUPREME Large Construct (Mutant) Armour Class: 21 (Dalekanium Casing) Hit Points: 174 (20d10 + 140) Speed: 30 ft., 60 ft ffy STR DEX CON INT WIS CHA 20 (+5) 18 (+4) 24 (+7) 18 (+4) 18 (+4) 20 (+5) Saving Throws: Constitution +14, Intelligence +11, Wisdom +11, Charisma +12 Skills: Deception +19, Intimidation +12, Medicine +12, Perception +12, Persuasion +12, Survival +18, Technology +11 Damage Vulnerabilities: logical Damage Resistances: bludgeoning, emotional, piercing, and slashing Damage Immunities: cold, poison, radiant Senses: darkvision 120 ft., passive Perception 22 Languages: All Challenge: 24 (62,000 XP) Tech Level: 9 Cunning: Whether due to their robotic appearance to those unfamiliar with them or the fear of death to those who are familiar, Daleks have an easy time convincing others to help them survive. Daleks double profflciency bonus when making Charisma (Deception) and Wisdom (Surviva) checks (this is already included in their statistics above). Dalekanium Armour: Whilst armoured, a Dalek does not require air, food, sleep, or water. Additionally, a Dalek in armour is immune to any type of inhospitable atmosphere, including the vacuum of space. Frightful Presence (page 11): DC 16 Wisdom saving throw, Range 120 feet, free action. Manipulator Arm: A Dalek can access any sort of technology (Tech Level 9 and lower). Other ‘special operations’ Daleks can be ffltted with single-purpose arms such as a cutting tool, a claw, or stronger weapons. Self-Destruct: Whenever a Dalek’s hit points are reduced to 0 via logical damage, it remains conscious but takes no action other than to self-destruct on its next turn. This completely destroys the Dalek and anyone within 5 feet must make a DC 15 Dexterity saving throw, taking 5d6 fflre damage on a failed save, or half as much damage with a successful one. ACTIONS Exterminator: Ranged Weapon Attack: +11 to hit, range 40/80 ft., one target. Hit: 49 (7d12 + 4) lightning damage. REACTIONS Emergency Temporal Shift: High ranking Daleks can use an Emergency Temporal Shift as a Reaction whenever they feel their continued existence is in danger. If they choose to do so, they throw themselves into the Vortex, experiencing similar eflects to a Temporal Shift (Player's Guide, page 210). LEGENDARY ACTIONS The Dalek Supreme can take 3 legendary actions, choosing from the options listed below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Dalek Supreme regains spent legendary actions at the start of its turn. Detect: The Dalek Supreme makes a Wisdom (Perception) check. Emergency Temporal Shift: The Dalek Supreme may use its Emergency Temporal Shift. Exterminator Ray: The Dalek Supreme may make a single ranged attack. ENCOUNTER LEVEL MODIFIERS Dalekanium Armour: A squishy Dalek mutant is encased in a resilient metallic exoskeleton made of Dalekanium, almost impervious to harm O Daleks never have an AC lower than 18. O Daleks have Improved Strength and Constitution saving throws. Exterminators: Dalek weaponry is highly advanced and dangerous, engineered to exterminate any and all other life forms. O The Dalek Exterminator Ray has Improved to hit rolls and Improved damage. Logical Conquerors: The Dalek mind is indoctrinated to exterminate all other forms of life and is highly resilient to emotional arguments. However, this mental programming can cause them to Self-Destruct (see above) in moments of intense peril. O Daleks have Improved Intelligence, Wisdom, and Charisma saving throws. O The Dalek’s Frightful Presence has an Improved Saving throw DC. physical symbol of its presence. As the title implies, the Supreme Dalek has unquestioned authority over all Daleks save the Emperor itself, and many of the Daleks’ enemies consider the Dalek Supreme to be the true leader, with the Emperor remaining a semimythical fflgure in the heart of the Empire. CHAPTER 2 | THE ALIEN ARCHIVE 79
DALEK MUTANT While many who encounter Daleks for the fflrst time may mistake them for robots, in truth there is a biological ball of hate operating the machines within. These octopoid (well, it depends, the number of tentacles vary) ‘brains with tentacles’ were once human (whether they still are is of philosophical debate) but are now completely reliant on their travel machines. Due to this reliance on travel machines, a Dalek Mutant, while still a force to be reckoned with, has diflerent ability scores and profflciency bonuses when outside its machine, as it is disoriented and unfamiliar with life on the outside. Unfortunately for them, a Dalek Mutant rarely has time to adapt, as a fresh atmosphere is as poisonous to them as the irradiated air of Skaro is for humanity. DALEK MUTANT Small Aberration (Dalek) Armour Class: 13 Hit Points: 44 (8d6 + 16) Speed: 15 ft. STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 14 (+2) 17 (+3) 14 (+2) 15 (+2) Saving Throws: Constitution +4, Intelligence +5, Wisdom +4, Charisma +4 Skills: Deception +6, Intimidation +4, Medicine +4, Survival +6, Technology +5 Damage Vulnerabilities: logical Damage Resistances: emotional Senses: darkvision 120 ft., passive Perception 12 Civilisations: Dalek Challenge: 1 (200 XP) Tech Level: 9 Cunning: Whether due to their robotic appearance to those unfamiliar with them or the fear of death to those who are familiar, Daleks have an easy time convincing others to help them survive. Daleks have double profflciency with Deception and Survival. Frightful Presence (page 11): DC 16 Wisdom saving throw, Range 120 feet. Nimble Escape: The Dalek Mutant can take the Disengage or Hide action as a bonus action on each of its turns. Spider Climb: The Dalek Mutant can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Weakness: When breathing fresh air for the fflrst time, a Dalek Mutant must make a DC 15 Wisdom saving throw. On a failure, the Dalek Mutant is Poisoned. The Dalek gains a level of Exhaustion every hour it is exposed to fresh air. These levels of Exhaustion cannot be removed until the Dalek Mutant is re-encased inside its travel machine. The Dalek Mutant must make this save every hour it is exposed to fresh air. ACTIONS Multiattack: The Dalek can make two melee attacks with its tentacles. Tentacles: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. If the target is a creature, it is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the Dalek Mutant can’t use its tentacles on another target. Choke: The Dalek Mutant chokes a creature it is grappling. This attack is automatic and follows the usual rules for suflocating. If the grapple ends, the target is no longer suflocating. DOCTORS AND DALEKS | THE ALIEN ARCHIVE 80
REGIONAL EFFECTS While the Dalek Emperor is installed in a facility or spaceship, that structure becomes an extension of it. Every camera and sensor within the structure acts as the Dalek Emperor’s eyes and ears. The Dalek Emperor cannot be surprised within its structure and it may contact and converse with any creature within the structure, friendly or hostile. The subtle ‘heartbeat’ that emanates through Dalek structures has a disquieting eflect on hostile creature. When a creature fflrst hears the ‘heartbeat,’ they must make a DC 15 Wisdom saving throw or have disadvantage on all ability checks, attack rolls, and saving throws as panic sets in. The creature may reroll the saving throw every 10 minutes, or at the end of each of their turns when engaged in combat. A successful save ends the eflects and renders the creature immune to this eflect for 24 hours. The Dalek Emperor may dispatch a patrol (usually a half-dozen Dalek Drones) to menace or capture the characters. Captured characters are usually brought into its presence for a personal interrogation. DALEK EMPEROR The Dalek Emperor is the central processing core of the Dalek Empire. Biologically, he is no diflerent than any other Dalek, and when one dies another is chosen from the ranks to fflll the role. Its outer casing is both massive and immobile, and additional nutrients allow the mutant to grow to a much greater size, possessing a larger brain and everything that goes with that. It is theoretically a repository of all knowledge of the Dalek species. LAIR ACTIONS The Dalek Emperor’s lair is usually one of three places: its throne room on Skaro, its command deck on board a capital ship, or wherever it has made a new temporary or permanent throne room. On initiative count 20 (losing all initiative ties), the Dalek Emperor can use one of its lair action options. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, it can’t use one until after its fflrst turn in the combat. The Emperor is guarded by four Dalek Elites, it may summon reinforcements to help protect it when its guard proves inadequate. 2d3 more Dalek Elites arrive in 1d6 rounds. The Emperor may gloat at those who would threaten it. All hostile creatures within 120 feet of the Dalek Emperor must make a DC 22 Wisdom saving throw. On a failed save, the creature takes 45 (10d8) emotional damage and is Frightened for 1 minute or half damage on a successful save without being Frightened. A Frightened creature may repeat the saving throw at the end of each of its turns, ending the Frightened Condition on a success. TRAVELLING KIT The Dalek Emperor isn’t always stuck in a throne room; there are many times when it’s advantageous for the leader of the Daleks to be out and about. When this happens, the Dalek Emperor makes use of a transport shell that is similar to the Dalek Supreme. While in this travelling mode, the Emperor does not have lair actions or regional eflects and its capabilities are reduced (use the Dalek Supreme statistics) unless it takes an action to plug itself in, Restraining it but granting it its full abilities as the Dalek Emperor. CHAPTER 2 | THE ALIEN ARCHIVE 81
DALEK EMPEROR Huge Construct (Mutant) Armour Class: 24 (Dalekanium Casing) Hit Points: 324 (24d12 + 168) Speed: 0 ft. (immobile) STR DEX CON INT WIS CHA 20 (+5) 18 (+4) 24 (+7) 22 (+6) 22 (+6) 22 (+6) Saving Throws: Constitution +15, Intelligence +14, Wisdom +14, Charisma +14 Skills: Deception +22, Intimidation +14, Medicine +14, Perception +14, Persuasion +14, Survival +22, Technology +14 Damage Vulnerabilities: logical Damage Resistances: bludgeoning, emotional, piercing, and slashing Damage Immunities: cold, poison Senses: darkvision 120 ft., passive Perception 24 Civilisation: Dalek Challenge: 26 (90,000 XP) Tech Level: 9 Cunning: Whether due to their robotic appearance to those unfamiliar with them or the fear of death to those who are familiar, Daleks have an easy time convincing others to help them survive. Daleks double profflciency bonus when making Charisma (Deception) and Wisdom (Surviva) checks (this is already included in their statistics above). Dalekanium Armour: Whilst armoured, a Dalek does not require air, food, sleep, or water. Additionally, a Dalek in armour is immune to any type of inhospitable atmosphere, including the vacuum of space. Frightful Presence (page 11): DC 16 Wisdom saving throw, Range 120 feet, free action. Humanoid Arms: The Emperor Dalek’s casing usually includes two or more robotic arms that enable the Emperor Dalek to manipulate objects as a humanoid (a privilege reserved only for the Dalek Emperor). Immobile: When attached to its structure, the Dalek Emperor is immobile. Attack rolls against the Dalek Emperor have advantage and the Dalek Emperor automatically fails all Dexterity saving throws. Legendary Resistance (3/Day): If the Emperor Dalek fails a saving throw, it can choose to succeed instead. Self-Destruct: Whenever a Dalek’s hit points are reduced to 0 via logical damage, it remains conscious but takes no action other than to self-destruct on its next turn. This completely destroys the Dalek and anyone within 5 feet must make a DC 15 Dexterity saving throw, taking 5d6 fflre damage on a failed save, or half as much damage with a successful one. ACTIONS Hidden Exterminators: Ranged Weapon Attack: +12 to hit, range 40/80 ft., one target. Hit: 69 (10d12 + 4) lightning damage. REACTIONS Emergency Temporal Shift: High ranking Daleks can use an Emergency Temporal Shift as a Reaction whenever they feel their continued existence is in danger. If they choose to do so, they throw themselves into the Vortex, experiencing similar eflects to a Temporal Shift (Player's Guide, page 210). LEGENDARY ACTIONS The Dalek Emperor can take 3 legendary actions, choosing from the options listed below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Dalek Supreme regains spent legendary actions at the start of its turn. Detect: The Dalek Emperor makes a Wisdom (Perception) check. Emergency Temporal Shift: The Dalek Emperor may use its Emergency Temporal Shift. Exterminator Ray: The Dalek Emperor may make a single ranged attack with its Hidden Exterminators. ENCOUNTER LEVEL MODIFIERS Dalekanium Armour: A squishy Dalek mutant is encased in a resilient metallic exoskeleton made of Dalekanium, almost impervious to harm O Daleks never have an AC lower than 18. O Daleks have Improved Strength and Constitution saving throws. Exterminators: Dalek weaponry is highly advanced and dangerous, engineered to exterminate any and all other life forms. O The Dalek Exterminator Ray has Improved to hit rolls and Improved damage. Logical Conquerors: The Dalek mind is indoctrinated to exterminate all other forms of life and is highly resilient to emotional arguments. However, this mental programming can cause them to Self-Destruct (see above) in moments of intense peril. O Daleks have Improved Intelligence, Wisdom, and Charisma saving throws. O The Dalek’s Frightful Presence has an Improved Saving throw DC. DOCTORS AND DALEKS | THE ALIEN ARCHIVE 82
DAVROS Late into the Kaled-Thal war, the Kaleds were devoting all of their resources to annihilating their enemies. To this end, they formed the Scientifflc Elite Corps, of which the Special Scientifflc Division was commanded by Davros. A nuclear explosion had nearly killed Davros; it destroyed his left arm and most of his lower body, horrifflcally burned him, corrupted his DNA, and robbed him of his sight, hearing, and ability to speak. His fellow scientists placed him in a mobile life-support machine that replaced his missing senses. It was that machine that inspired the Dalek casing design. Late into Davros’ research, the Kaleds became concerned about the ethics of his mutation experiments. Davros’ response was to provide the Thals with the chemical formula for a solvent to destroy the Kaleds’ protective dome, thus eliminating any resistance to his studies. His creations turned on him when they concluded that all non-Daleks, including the Kaled Davros, were inferior. Since then, various factions have returned to him, hoping he can solve problems they can not. Eventually, Davros engineered a new strain of Daleks completely loyal to him. DAVROS Medium Cyborg (Human) Armour Class: 16 (Natural Armour) Hit Points: 153 (18d8 + 72) Speed: 30 ft. STR DEX CON INT WIS CHA 10 (+0) 10 (+0) 14 (+2) 14 (+2) 16 (+3) 16 (+3) Saving Throws: Constitution +8, Intelligence +9 Skills: Deception +5, Intimidation +5, Medicine +11, Persuasion +5, Technology +13 Damage Resistances: bludgeoning, piercing, and slashing Senses: darkvision 120 ft., passive Perception 13 Civilisations: Dalekz Challenge: 12 (8,400 XP) Frightful Presence (page 11): DC 15 Wisdom saving throw, Range 120 feet, free action. Legendary Resistance (1/Day): If the Dalek Emperor fails a saving throw, it can choose to succeed instead. Civil war broke out between the two factions; the main Dalek ffeet loyal to the Emperor Dalek, known as Imperial Daleks, while Davros’s loyal force became known as Renegades. By the start of the Time War, the two sides had reconciled to create a united front against the Time Lords. Davros was thought to have perished in the war, but he escaped the time-lock, building a new empire of Daleks from his own DNA. Trying to destroy everything with a Reality Bomb, Davros was thought to have perished with his new creation, but he returned to torment the Doctor once more, luring them to Skaro. Quips: Davros knows the following Quips: At will: emotional appeal, logical argument 3 per day: charm person, heart-wrenching argument, rational repartee, taunt Scanner: Davros’ chair has a built-in datapad and medical scanner (Player's Guide, page 161). Scientifflc Genius. Davros has expertise in Medicine and Technology. ACTIONS Multiattack: Davros can make three ranged attacks with his lightning blast. Lightning Blast: Ranged Weapon Attack. +4 to hit, range 10/30 feet, one target. Hit: 13 (3d8) lightning damage. ENCOUNTER LEVEL MODIFIERS Dalekanium Armour: Davros’ lower body is encased in a resilient metallic exoskeleton made of Dalekanium, almost impervious to harm O Davros never has an AC lower than 16. O Davros has Improved Intelligence, Wisdom, and Charisma saving throws. CHAPTER 2 | THE ALIEN ARCHIVE 83
can also implant specifflc goals and let the Puppet carry out its orders under its own volition, completely unaware that its free will has been subverted. However, the Daleks cannot completely eliminate individuality from all of their Puppets. Scraps of memory and personality fuel some puppets to resist Dalek conditioning. These Puppets, aware of the true horror of what they have become, are always highly antagonistic toward the Daleks, although they generally only have the ability to resist in small ways and for very short amounts of time. Dalek Puppets known to have been compromised are immediately disposed of if control cannot be regained. Those without further purpose are also eliminated. ENCOUNTERING DALEK PUPPETS Dalek Puppets are created through infestations of nanogenes. Over the course of several hours, these tiny invaders convert organic matter to metal and rewrite neural pathways. The result is a controllable human (or humanoid) with an implanted Dalek eyestalk hidden in their forehead and a variety of potential weapons in their hands. The conversion process works equally as well on both living and dead matter. The longer a body has been dead, however, the more zombie-like the Puppet becomes. These creatures have no value as infflltrators, but they can perform tasks such as hunting down targets or guarding secret entrances. The conversion process has many similarities with the process used to convert humans into Daleks. At fflrst, the subject loses the ability to feel the kinder emotions such as faith and empathy. By the time the process is complete, the only thing left will be hate, leaving the puppet contemptuous of any non-Dalek lifeform. They do not, however, generally act upon this rage, for that would ruin the disguise. Thankfully, the Daleks only have the capacity to convert small numbers of people at any one time. They cannot, for example, simply DALEK PUPPETS 8Do you remember who you were before they emptied you out and turned you into their puppet?9 4 The Twelfth Doctor The most recent and sophisticated attempt by the Daleks to create humanoid infflltrators are known as Dalek Puppets. Beginning as humans or other aliens, Puppets are subjected to nanogenes that subvert and replace organic tissue. The result is a being that believes it has autonomy when, in fact, it is under the Daleks’ complete control. BACKGROUND The Doctor’s fflrst encounter with a puppet was a woman named Darla, who begged them to help free her daughter from a Dalek slave camp. While she sincerely believed this to be her purpose, she was, in fact, being used to lure the Doctor into a trap. At the appropriate moment, the programming fully took over and she stunned the Doctor, delivering them to her masters. The Doctor then encountered large numbers of puppets in the Dalek Asylum, which was permeated by a nanocloud that converted any intruders into puppets. The Doctor also encountered Dalek Puppets at Trenzalore, when they discovered an old friend, Tasha Lem, the Mother Superious of the Papal Mainframe, had been transformed into a Puppet alongside her various allies — including several Silence. However, Tasha Lem was able to overcome her conditioning long enough to allow the Doctor’s escape and to rally others against the Daleks. Most recently, Davros is known to have employed Dalek Puppets to watch the Doctor during a sabbatical in Essex, AD 1138, and procure the TARDIS upon his capture. MOTIVES AND AGENDAS A Dalek Puppet can act completely autonomously if the Daleks wish it, never realising the deadly secret within. The Daleks DOCTORS AND DALEKS | THE ALIEN ARCHIVE 84
bombard a planet with a nanocloud and convert the entire populace. The Dalek Asylum, which is completely enveloped in a nanocloud, is an exception. Even there, however, only small numbers of intruders were converted at any one time, as sentient creatures generally had no reason or wish to visit such a nightmarish place. DALEK NANOCLOUD The air of the Dalek Asylum is suflused with micromachines, robots the size of molecules. This Nanocloud automatically processed any organic matter — living or dead — into a Dalek Puppet, rewriting a body at a genetic level without them even noticing. Physical changes – eyestalks, gunsticks, would come in time, but the process would start by changing the victim’s feelings, their memories. They would begin to forget recent conversations and events, repeating the same thing over and over or not remembering how they had got where they were. USING DALEK PUPPETS Originally humans captured by the Daleks, they have been hollowed out by nanogenes and transformed into Puppets. Dalek Puppets are near-perfect infflltrators, often oblivious to the hideous changes that had been wrought inside them, able to spy or get close to a target. When activated, an eyestalk bursts from their foreheads and a gunstick emerges from their hands, at which point any autonomy is suppressed and they fall under the complete control of their Dalek masters. The puppets are among the most horrifying things ever constructed by the Daleks. The victims are essentially dead, but they don’t realise it. One can interact with a Puppet extensively and never notice its true nature. Even worse, trusted friends can fall victim to the process yet continue to behave normally. Puppets reveal their true natures at dramatic moments, allowing the eye-stalk to burst through their foreheads. Often, it is at the perfect moment to spring a trap. In other cases, it is triggered once witnesses start suspecting deception. The reveal is never casual, as the Puppet’s main purpose is to remain unknown. If the mission can be accomplished without them showing their true nature, they will always remain disguised. DALEK NANOCLOUD SWARM Medium Swarm of Tiny Constructs Armour Class: 18 (Natural Armour) Hit Points: 39 (6d8 + 12) Speed: ffy 20 ft. STR DEX CON INT WIS CHA 1 (-5) 18 (+4) 14 (+2) 6 (-2) 14 (+2) 1 (-5) Saving Throws: Dexterity +6 Skills: Perception +4, Stealth +6 Damage Immunities: poison; bludgeoning, piercing, and slashing Condition Immunities: charmed, exhaustion, frightened, paralysed, petriffled, poisoned Senses: darkvision 120 ft., passive Perception 14 Challenge: 2 (450 XP) Connected: The Dalek Nanocloud Swarm is connected to a network of linked Dalek minds. Construct: It does not require air, food, sleep, or water. It does, however, consume such things to reproduce. Jump: Speed is doubled when jumping. Swarm: The Dalek Nanocloud Swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening. The swarm can’t regain hit points or gain temporary hit points. Weakness: Dalek Nanocloud Swarms can only aflect creatures the Daleks have analysed well enough for conversion. Some species, such as Time Lords, are immune to Dalek conditioning. Avoiding a Dalek Nanocloud can be handled as a Cooperative Check, with the characters explaining how they avoid inhaling the nanocloud. ACTIONS Dalek Conditioning: When a Dalek Nanocloud Swarm enters another creature’s space, it attempts to convert them into a Dalek Puppet. The victim must make a DC 14 Charisma saving throw or sufler 21 (6d6) emotional damage. If this reduces the target’s hit points to 0, the creature starts making death saving throws, becoming a Dalek Puppet rather than dying on the third failure. If the creature makes its saving throw, it is immune to Dalek Conditioning for 24 hours. Dalek Conditioning automatically works on appropriate corpses. ENCOUNTER LEVEL MODIFIERS Dalekanium Armour: The nanocloud is made of Dalekanium, almost impervious. O Nanocloud never has an AC lower than 18. CHAPTER 2 | THE ALIEN ARCHIVE 85
Dalek Puppets are only involved in scenarios involving the Daleks in some way. That does not mean the Daleks will necessarily become visible, as they can greatly manipulate a situation entirely through their Puppets. Discovering a Dalek Puppet, however, guarantees some facet of current events has attracted the attention of the Daleks. DALEK PUPPET ADVENTURES In the far future, at an interstellar peace forum where countless alien and human factions are represented, the ambassador from New Earth suddenly sprouts a Dalek eyestalk from his forehead. But he’s not here to exterminate — he says here on behalf of a group of Dalek Puppets who have broken their programming and want to be recognised as an independent faction in their own right. Is he telling the truth, or is he still playing the Daleks’ long game? After breaking free of the Dalek programming, what happened to Tasha Lem? Did she remain free of the Daleks’ inffuence, or did she fall back under their control? Can she truly remain Mother Superious of the Church of the Silence, even with a Dalek eyestalk sticking out of her head? The Daleks have a greater plan for the church — and Trenzalore was only just the beginning. DALEK PUPPET Medium Humanoid (Human) Armour Class: 12 Hit Points: 33 (6d8 + 6) Speed: 30 ft. STR DEX CON INT WIS CHA 10 (+0) 15 (+2) 12 (+1) 12 (+1) 14 (+2) 16 (+3) Skills: Deception +5, Investigation +3, Perception +4, Sleight of Hand +4, Stealth +4 Senses: darkvision 120 ft, passive Perception 14 Challenge: 4 (1,100 XP) Tech Level: 9 Ambusher: The Dalek Puppet has advantage on attack rolls against any creature it has surprised. Cunning Action: On each of its turns, the Dalek Puppet can use a bonus action to take the Dash, Disengage, or Hide action. Frightful Presence (page 11): DC 16 Wisdom saving throw, Range 120 feet, free action. Networked: A Dalek Puppet is networked to Dalek operators, who can use their senses and issue commands. Programmed: A Dalek Puppet is controlled by the Daleks. The Dalek Puppet must make a DC 14 Charisma saving throw to overcome its programming. The Dalek Puppet can make this saving throw once per day at the urging of another creature or when they take emotional or logical damage. Sneak Attack (1/Turn): The Dalek Puppet deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Dalek Puppet and the Dalek Puppet doesn’t have disadvantage on the attack roll. ACTIONS Exterminator: Ranged Weapon Attack: +4 to hit, range 40/80 ft., one target. Hit: 21 (3d12 + 2) lightning damage. DOCTORS AND DALEKS | THE ALIEN ARCHIVE 86
SERVANTS OF THE DALEKS While the Daleks may tout that they are the supreme beings in the Universe, they often fflnd themselves in situations where they need the assistance of others. The relationship between the Daleks and their servants vary based on necessity; some, like the Robomen, are forced into servitude, while others take advantage of the Daleks’ need. Only the smartest of the latter realise that such deals only last while convenient and their erstwhile allies turn their exterminators towards them. COLONY SARFF Colony Sarfl is a curious creature, if only because they aren’t a ‘creature’ at all. As the name implies, Colony Sarfl is a colony of creatures, specifflcally snakes, that can coil together and mould themselves into an almost perfect replica of a humanoid. While a colony, there is a clear hierarchy, as the largest of the snakes forms Colony Sarfl’s head and makes all the decisions, although this snake does speak in the plural to acknowledge its status as a group. When the Doctor fflrst encountered it, Colony Sarfl had absolute loyalty to Davros. Whether Davros is their latest or only client is uncertain, as is the nature of the colony itself. Given Davros’s brilliance as a biological engineer, it’s possible that Colony Sarfl are the result of one of his experiments. It is also unclear whether Colony Sarfl are the only one of their kind or if there are others, perhaps serving diflerent clients. ’’ ‘‘ Tell the Doctor. Davros knows. Davros remembers. Tell him he must face Davros one last time. CHAPTER 2 | THE ALIEN ARCHIVE 87
DALEK DUPLICATES Dalek Duplicates are a primitive form of Dalek Puppet. Rather than infect and turn a creature into an unwitting Dalek agent, Dalek Duplicates are actually clones of the original. This enables the Daleks to more directly control their programming as well as provide a failsafe if the clone is inadvertently killed or otherwise incapacitated before its purpose can be realised. A Dalek Duplicate often doesn’t know that it is a duplicate until the Daleks send it a signal to act in their interests. A Dalek Duplicate that discovers its true nature beforehand gets an attempt to shake its programming (a DC 14 Charisma saving throw) and this saving throw has advantage if its actions go against its original personality’s nature. Once a Dalek Duplicate is created, there is no need to keep the original alive, but Daleks often do keep the original creature in captivity in case they need to replace their corresponding Dalek Duplicate or to interrogate it if a Dalek Duplicate manages to shake ofl the programming. COLONY SARFF Medium swarm of tiny beasts Armour Class: 13 Hit Points: 49 (9d8 + 9) Speed: 30 ft. STR DEX CON INT WIS CHA 10(+0) 18 (+4) 14 (+2) 8(-1) 14 (+2) 8(-1) Saving Throws: Dexterity +6, Constitution +4 Skills: Deception +6, Investigation +4, Perception +5, Persuasion +6, Sleight of Hand +6, Stealth +6 Damage Resistances: bludgeoning, piercing, and slashing Senses: blindsight 10 ft, passive Perception 15 Civilisations: Dalek, Human Challenge: 5 (1,800 XP) Tech Level: 9 Ambusher: Colony Sarfl have advantage on attack rolls against any creature they have surprised. FrightfulPresence (page 11): DC 15 Wisdom saving throw, Range 120 feet, free action. Sneak Attack (1/Turn): Colony Sarfl deal an extra 7 (2d6) damage when they hit a target with a weapon attack and have advantage on the attack roll, or when the target is within 5 feet of an ally of Colony Sarfl and Colony Sarfl don’t have disadvantage on the attack roll. Swarm: Colony Sarfl can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for tiny creatures to slip through. The swarm can’t regain hit points or gain temporary hit points. ACTIONS Multiattack: Colony Sarfl make two melee attacks. Snakebite: Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 17 (4d6 + 3) piercing damage, or 10 (2d6 + 3) piercing damage if the swarm has half of its hit points or fewer. The target must make a DC 15 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. Constrict: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 11 (2d8 + 2) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the creature is Restrained, and Colony Sarfl can’t constrict another target. CREATING DALEK DUPLICATES Dalek Duplicates are designed as clones of the people they’re intended to replace. As such, they use the same statistics as the person being copied along with the following traits: Damage Resistances: A Dalek Duplicate is resistant to emotional and logical damage. Networked: A Dalek Duplicate is networked to Dalek operators, who can use their senses and issue commands. Programmed: A Dalek Duplicate is controlled by the Daleks. The Dalek Duplicate must make a DC 14 Charisma saving throw to overcome its programming. The Dalek Duplicate can make this saving throw once per day at the urging of another creature or when they take emotional or logical damage. DOCTORS AND DALEKS | THE ALIEN ARCHIVE 88
DALEK TROOPERS It is a pure sign of desperation when the Daleks need to stoop so low as to enlist humans to fflght their battles for them, but at various points in their history the Daleks have found it either convenient or necessary (or perhaps both!) to supplement their scheme with willing humans. While aligning with the Daleks is always a dangerous proposition, such ‘Dalek Troopers’ understand the stakes and take full advantage of the Daleks’ weakness. Dalek Troopers are human mercenaries equipped with Dalek technology. Such gear usually maintains the Dalek aesthetic, so helmets are adorned with eyestalks for sensor arrays and exterminators fflt over the hand like a glove. Despite their alliance, Dalek Troopers’ minds are their own and they are cunning enough to maintain numerical superiority to their ‘masters’ at all times, a subtle message to the Daleks that crossing them would mean their own destruction. DALEK TROOPER Medium Humanoid (Human) Armour Class: 16 (SWAT Body Armour) Hit Points: 58 (9d8 + 18) Speed: 30 ft. STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 14 (+2) 10 (+0) 11 (+0) 10 (+0) Skills: Athletics +3, Perception +2 Senses: darkvision 60 ft, passive Perception 12 Civilisations: Dalek, Human Challenge: 3 (700 XP) Tech Level: 9 Sensor Package: A Dalek Trooper’s helmet is usually equipped with a variety of sensors and scanners. Darkvision is already built into the statistics block. ACTIONS Multiattack: The Dalek Trooper makes two melee attacks or two ranged attacks. Reinforced Gauntlet: Melee Weapon Attack. +3 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 1) bludgeoning damage. Hand Laser: Ranged Weapon Attack. +5 to hit, range 40/80 ft., one target. Hit: 16 (3d8 + 3) lightning damage. TROOPER DUPLICATES Despite their seeming autonomy, there are Dalek Duplicates amongst the Dalek Troopers. Whether these Dalek Duplicates are secret Dalek agents within a company of otherwise independent mercenaries or all Dalek Troopers are, in fact, Dalek Duplicates is a subject of much debate. It is probably fair to say that either option is viable depending on where and when Dalek Troopers are encountered, giving you ample roleplaying opportunities when the player characters interact with them! ’’ ‘‘ The Daleks have secured the self-destruct chamber. The station is safe. CHAPTER 2 | THE ALIEN ARCHIVE 89
ROBOMEN While blissfully unaware of it, Robomen are essentially the walking dead. Prior to learning more advanced procedures to create useful humanoid puppets, the Daleks surgically altered the brains of some prisoners to serve as guards and servants. This surgery is obscured by a helmet worn by the Roboman, which also contains a receiver for further orders. While Robomen do retain some semblance of their old personality, their altered brain chemistry cannot properly process this. Thus, over time, no more than a few months, a Roboman becomes insane, leaving its post to wander aimlessly before being dealt with by a Dalek or meeting its end elsewhere. Unfortunately, this process is only hastened if another creature attempts to get the Roboman to recall its old life. If it makes the Wisdom saving throw to shake the conditioning, or if the helmet is removed, then the Roboman automatically dies. OGRONS The Ogrons, or at least one segment of them, are ffercely loyal servants of the Daleks. They are tall humanoids with an apelike appearance (although those familiar with fantasy literature might better compare them to Orcs) and immense physical strength. Ogrons follow their orders without question and make perfect warriors and police offlcers. Daleks ffnd Ogrons useful as shock troops, especially in situations where Daleks can’t invade en masse. Their bestial appearance is also intimidating to most humanoid species, enabling Ogrons to pacify a conquered population with little fuss. DOCTORS AND DALEKS | THE ALIEN ARCHIVE 90
A LESSON FROM THE OOD Due to the prejudice surrounding their appearance and seemingly limited vocabulary, most species that encounter Ogrons believe them to be creatures of low intelligence and, at any rate, unreasonably loyal to the Daleks. It’s worth noting that there was a similar belief regarding the Ood and their acquiescence to Human society, until the truth was revealed to be something far diflerent. Despite their demeanour, Ogrons are sophisticated enough to pilot spacecraft and repair them, and they also have no trouble using any technology that is given to them. It is therefore likely that the Ogrons simply have trouble communicating with other species, or the Daleks created or ‘augmented’ the Ogrons to better serve them. ROBOMAN Medium Humanoid (Human) Armour Class: 11 (Heavy Jacket) Hit Points: 30 (4d8 + 12) Speed: 30 ft. STR DEX CON INT WIS CHA 13 (+1) 10 (+0) 16 (+3) 8 (-1) 10 (+0) 6 (-2) Damage Resistances: emotional, logical Senses: darkvision 120 ft, passive Perception 10 Civilisations: Dalek, Human Challenge: 1/4 (50 XP) Tech Level: 9 Equipped: Some Robomen are given weapons by the Daleks. If so, then a Roboman may use such a weapon in place of its slam or restrain attack. Networked: A Roboman is networked to Dalek operators, who can use their senses and issue commands. Programmed: A Roboman is controlled by the Daleks. At the end of each week in service, a Roboman must make a DC 14 Wisdom saving throw. On a failure, it overcomes its programming and automatically dies. The Roboman can also make this saving throw once per day at the urging of another creature. Robotic Fortitude: While not actually undead, a Roboman’s hypnotised nature makes it difficult to know when it’s been beaten. If damage reduces the Roboman to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is from a critical hit. On a success, the Roboman drops to 1 hit point instead. ACTIONS Slam: Melee Weapon Attack. +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage. Restrain: Melee Weapon Attack. +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage and the target is grappled (escape DC 11). Until this grapple ends, the creature is Restrained, and the Roboman can’t attack another target. OGRON Medium Humanoid (Ogron) Armour Class: 15 (Bulletproof Vest) Hit Points: 30 (4d8 + 12) Speed: 30 ft. STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 16 (+3) 8 (-1) 11 (+0) 10 (+0) Skills: Athletics +5, Intimidation +2, Survival +2 Senses: darkvision 60 ft, passive Perception 10 Civilisations: Dalek, Human, Ogron Challenge: 1 (200 XP) Tech Level: 9 Brute: A melee weapon deals one extra die of its damage when the Ogron hits with it (included in the attack). ACTIONS Club: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. Blaster: Ranged Weapon Attack. +4 to hit, range 50/200 ft., one target. Hit: 13 (2d10 + 2) fflre damage. CHAPTER 2 | THE ALIEN ARCHIVE 91
DRACONIANS ‘An emperor who does not rule deposes himself.’ — Draconian Emperor Draconians are a reptilian humanoid species whose empires often crossed paths with those of Earth. Hailing from a harsh, resourcestarved world, they depend on rigid codes of conduct to keep their society in order. BACKGROUND The arid world of Draconia forged a species as harsh as its environment. Early Draconians organised into tribes led by warlords who struggled to defend their own territories, expand their borders, and acquire necessities. This culture centred on combat, the discipline to effectively wage it, and the glory success won. The constant struggle left their culture stunted, unable to invest in less necessary aspects of civilisation. Peace would not only free up resources, but also allow the Draconians to benefflt from larger cooperative efforts. One warlord envisioned such a future and set to work bringing the multitude of forces under one banner. Some of the warlords he won over with promises of high positions; the rest his coalition brutally conquered. Legend states that, midway through the consolidation process, the new noble class spontaneously declared him their fflrst emperor. The Doctor fflrst encountered the Draconians during the reign of the 15th Emperor, when Draconia was on the verge of collapse due to a decimating plague. For their assistance, the emperor named the Doctor a noble of Draconia, one of very few non-Draconians to ever gain the honour. The Draconian and Earth Empires, both highly expansionist powers, fflrst encountered each other in the 25th century. Based on opposite sides of the galaxy, both sides saw great value in promises of neutrality. DOCTORS AND DALEKS | THE ALIEN ARCHIVE 92
When representatives approached a neutral planet, however, a neutron storm knocked out communications, foreign behaviour was mistaken for hostile action, and Earth forces destroyed the Draconian’s diplomatic vessel. It took three days for the error to be recognised and a truce called, but half a billion people had already lost their lives to the conffiict. While oflcially neutral toward one another after the ceasefflre, a great amount of hostility remained for decades between the two powers. That enmity was exploited by the Master and the Daleks in 2540. They sent mercenaries into the frontier territory between the two empires to disable and destroy both Draconian and Earth ships. Then they used sonic hypnosis to convince surviving Draconians they had been attacked by humans and vice versa. The ploy was eventually discovered, and the two sides forged a formal alliance during the Second Dalek War to fflght the common enemy. Unfortunately, the Third Dalek War strained their resources past the breaking point. While the empire did not succumb to the Daleks, it descended into a state of stagnation, unable to reclaim its former glory. MOTIVES AND AGENDAS The Draconian Empire strives to defend and expand its borders. While Draconians are aggressive, they are by no means devoted to conquest — they are a sophisticated society with complex relationships with the worlds within and surrounding their empire. While Draconians interact with other cultures, and they appreciate sharing knowledge, they also exercise a degree of cultural isolation. They credit long-standing traditions with the success of their empire, so they see assimilation as a danger to security. They also take great pride in the success brought about by their culture and see little reason to signifflcantly alter it. In diplomacy, Draconians are utterly practical in their disposition. While they have more respect for cultures similar to their own — hierarchical, highly disciplined, militaristic, and highly educated — they will ultimately work with whoever best serves the empire. This has led, for example, to the Draconians aligning themselves with Daleks, Cybermen, and other traditional enemies to force the Doctor into the Pandorica when it was thought the Doctor would cause the end of the Universe. Conversely, they have also entered defensive pacts with a multitude of worlds to combat those same enemies. ENCOUNTERING DRACONIANS Draconian culture is imperialistic, militaristic, and rigidly patriarchal. The Draconian Emperor rules as a near-deiffled fflgure. Only the highest ranking men are allowed to speak in his presence; all others blessed to have an audience with him are to remain silent. Foreigners rarely see him at all, acting diplomatically through subordinates. Practically speaking, the empire is ruled through an expansive hierarchy of imperial agents. Theoretically, they carry out the emperor’s will at all times. As such, any incompetence, misjudgement or treachery is swiftly punished, and a series of spies are in place to make sure such missteps are quickly made known to the emperor. Imperial Draconian culture is every bit as disciplined as in pre-imperial times, a necessity to keep order within a longstanding military culture forged out of a collection of formerly independent warlords. Complex codes of conduct reinforce a strong social hierarchy defflned by gender, age, family position, social status and occupation. Younger persons defer to elders, women defer to men, and interactions between people of different statuses can be heavily ritualised. Failure to perform the proper interactions can be taken as an insult, which is one of the reasons foreigners have a diflcult time connecting with Draconians and their culture. CHAPTER 2 | THE ALIEN ARCHIVE 93
Draconians being in the wrong place at the wrong time (again, just like humans). They might also be incidental characters: a merchant at an interstellar market or one of many intellectuals studying at a respected library. If the characters are encountering the military, be careful not to turn the Draconians into stereotypes. They can be bullies, but they also understand diplomacy, and they respect those they see as strong mentally, culturally, or militarily. While being overly headstrong might offend a Draconian attempting to work with the characters, it may also be just what the situation calls for if they are perceived to be weak. Diplomacy works between parties who see one another as equals or, at least, something close to such. DRACONIAN ADVENTURES A Draconian expeditionary force crash lands on a technologically advanced world where their fearsome physical appearance and strange customs inspire paranoia among the population. Now, the proud Draconians are forced to adopt local practices in spite of their own traditions if they have any hope of surviving the encounter and gaining the assistance needed to leave the planet. A single Draconian is encountered far outside of Draconian space, questing for a lost artefact to regain their family’s honour. The item might be in any number of diflcult-to-access places: a museum, the collection of a powerful fflgure, lost in a crate stolen by pirates. Or, perhaps, the mythical item doesn’t actually exist, despite the stories. The Draconian Empire is known for its military prowess, and its support has determined many wars. On the eve of a great interstellar war, a coalition of races attempts to appeal to the Draconian Empire for their support. The assassination of the Draconian representative, however, has destroyed any chance of a treaty unless the responsible parties are both found and held accountable in the eyes of Draconian justice. All Draconians are held to high expectations, regardless of social position. Those who fail in their tasks are demoted to ever-lower positions meriting less respect and more limitation on their lives. Crime, including disrespect of superiors, is met with harsh retribution. Draconians particularly value military service, and all noble males are expected to perform military duties. But honour is also bestowed upon other notable individuals. Draconian culture celebrates exceptional intellectuals, artists, writers, and so forth. Draconians are also strongly family-oriented. Many generations may live under the same roof, with the eldest male being both in charge of and held responsible for the family. Signifflcant disgrace of one family member can shame the entire house, so the head-ofhousehold is quick to correct potential errors. While women socially defer to men, they have the ability to succeed highly on their own. Many participate in both scientifflc and cultural occupations. Military service is the hardest ffleld for Draconian women to enter: while a woman may prove herself capable, it is diflcult to convince male soldiers to defer to a female commander. Draconians frown on anyone who shows weakness. Emotional outbursts are best kept private, and Draconians look unfavourably on outsiders who appear overly emotional, weak, or easy to manipulate. USING DRACONIANS It’s important not to think of Draconians as ‘monsters’. They may be harsh, but they are certainly not evil, or at least no more evil than humans. They are one of thousands of species that have reached out to the stars to expand and thrive, and that expansion includes conquest. They do not simply conquer every world they come across; their relationship with the galaxy is a mix of diplomacy and military threat. Don’t be afraid to involve characters who are not militarily oriented. There are plenty of adventures that can involve ordinary DOCTORS AND DALEKS | THE ALIEN ARCHIVE 94
Historians know the fflrst encounter between Draconians and humans to have been combative and bloody. But when the Doctor and companions stumble upon that moment of fflrst contact, they fflnd the two sides tensely holding diplomatic negotiations. What could be causing time to go astray and, worse, is sparking a conffiict the only way to get history back on track? DRACONIANS Draconians bear high-crested foreheads and hard scales which come in a variety of green, brown, and black shades. This appearance, which some humans describe as ‘demonic’, helps encourage their fearsome reputation. Well suited to the scorching climate of Draconia, Draconians are left susceptible to cold. As such, colder worlds are far less desirable and are more likely to be passed by or ruled through proxy. DRACONIANS Medium Humanoid (Draconian) Armour Class: 14 (Draconian Armour) Hit Points: 48 (8d8 + 16) Speed: 30 ft. STR DEX CON INT WIS CHA 14 (+2) 10 (+0) 14 (+2) 12 (+1) 12 (+1) 14 (+2) Saving Throws: Strength +4, Wisdom +3 Skills: Athletics +4, History +3, Insight +3, Perception +3, Survival +3, Intimidation +4, Persuasion +4 Damage Vulnerabilities: cold Damage Resistances: fflre Senses: passive Perception 13 Challenge: 1/2 (100 XP) Tech Level: 6 Rigid Traditionalist: Draconians have a militaristic culture with strict rules regarding etiquette and enforcement. A Draconian must make a DC 15 Wisdom saving throw to act in a way that breaks these rules. A Draconian has advantage on any saving throw or opposed check made to resist someone attempting to persuade or force them to act counter to these rules. ACTIONS Draconian Sword: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Draconian Ray Gun: Ranged Weapon Attack: +2 to hit, range 30/60 ft., one target. Hit: 7 (2d6) lightning damage. Draconian Shurk’ns (10): Ranged Weapon Attack: +2 to hit, range 20/40 ft., one target. Hit: 4 (1d4 + 2) slashing damage. ENCOUNTER LEVEL MODIFIERS A Matter of Honour: The Draconian’s honour is valued above most things, making the Draconian determined to adhere to its ways. O Draconians have Improved Intelligence and Wisdom saving throws. O Draconians have Improved Intimidation and Persuasion modifflers. DEFEATING DRACONIANS Draconians may be the antagonists in an adventure, but just like humans, there is good and bad in all of them. The rigid strictures of Draconian society can push them towards violent and warlike actions, but these same strictures can be used to convince them of a more appropriate course of action. Draconians aren’t inherently cruel or callous, and will pursue any avenue that will improve the strength of their species — provided it won’t make them seem weak, or the suggestion doesn’t come from someone they perceive to be so. Consider their Motives and Agendas (page 93) whenever playing or designing an adventure around Draconians. Whenever you use Draconians as an enemy or an obstacle for your group to overcome, consider how the characters might talk the Draconians out of their plans — or just leave that up to your clever players, and be ready to roll with whatever ideas they come up with! ’’‘‘ But I am a noble of Draconia. The honour was conferred on me by the fifteenth Emperor. CHAPTER 2 | THE ALIEN ARCHIVE 95
Some things are certain, however, and they combine into a tentative history. In the mid19th century, psychic alien snow fell to Earth and imprinted on the insecurities and dark thoughts of a boy named Walter Simeon. When the adult Simeon helped the snow in an invasion attempt, he perished, but the Intelligence had by this time achieved an independent existence. This was connected in some way to another psychic force that was, at that very moment, in psychic possession of a Tibetan Lama, a hold it would maintain until 1930. Together, these tendrils of self awareness would combine and launch an elaborate invasion of London in the middle of the 20th century, and then another in the early 21st century. In each case, the Doctor thwarted the invasions, and the Intelligence fflnally abandoned its other plans and instead sought to destroy the Doctor, expecting to die in the process. It entered the Doctor’s timeline and attempted to sabotage key moments from their history, but the Doctor’s friend Clara followed and countered each of its malevolent interventions. Whether the Intelligence was indeed destroyed is uncertain. THE GREAT INTELLIGENCE ‘Perhaps the best way to describe it is a sort of formless, shapeless thing ffoating about in space like a cloud of mist, only with a mind and will.’ — the Second Doctor The Great Intelligence is a powerful being of mental energy. It has used living and artifflcial servants in several attempts to enter and conquer the physical world over several centuries. BACKGROUND The Great Intelligence was a disembodied mind existing outside regular time and space. It made several attempts to gain physical form on Earth, failing on each occasion thanks to the Doctor. It existed outside the normal dimensions of human perception, and as a result is hard to describe. It isn’t even clear whether the Intelligence was one entity or many, and perhaps not even the Intelligence itself knows for sure. DOCTORS AND DALEKS | THE ALIEN ARCHIVE 96
The Intelligence attempted fflnal revenge on the Doctor in the late 1800s, although this encounter occurred after the London Underground encounter in the mid-1900s and the London Wi-Fi encounter in the early 2000s. As part of its fflnal revenge, the Intelligence distributed copies of itself throughout the Doctor’s life. In all encounters with the Great Intelligence, time is not a limiting factor. It can be aware of the future and the past, and it can extend its inffiuence right into the Time Vortex itself. This means the Great Intelligence cannot easily be defeated using ‘timey wimey’ methods — it knows how that game is played. THE GREAT PLAN AND THE GUIDING POWERS For any who try to understand the Great Intelligence, many mysteries remain. For example, when the Intelligence was conspiring with Padmasambhava and Songsten in Tibet, they discussed whether to bring the Doctor in on their plans, and whether they would be sympathetic or not. What, exactly, was the Great Plan? Was it just giving physical form to the Intelligence, which Padmasambhava described as an ‘experiment’? What could follow on from that? When the Intelligence referred to ‘the powers that guide us’, what did it mean? Was this just misinformation to keep Padmasambhava and Songsten happy, or was the Intelligence genuinely guided by some other force? Could there be a whole other level of secret power beyond the Intelligence itself? These and many other questions remain entirely unanswered. USING THE GREAT INTELLIGENCE The ever-changing nature of the Great Intelligence provides an enormous opportunity to come up with your own unique interpretation. In fact, you almost have to! Mix and match whatever you like from the past and add in whatever else you want. ADVENTURE SETTINGS The Doctor most often encountered the Great Intelligence on mid-1800s to early2100s Earth, with a particular focus on London. MOTIVES AND AGENDAS Of all the Doctor’s signifflcant foes, the Great Intelligence is certainly the least understood. Every single encounter between the two has given a different impression of this monstrous being. While there are recurring features, there are also many apparent contradictions. It is not at all obvious that the force that appeared on a Tibetan mountaintop is the same entity that cornered the Doctor on Trenzalore, for example. What does the Intelligence want? What is it capable of doing, and what is beyond its means? What are its vulnerabilities and its strengths? The answers to these questions appear to change regularly. However — and this is an important point — this doesn’t mean the Intelligence is inconsistent or selfcontradictory. There is a proverb about blind men arguing over an elephant, each of them having touched a different part of the animal and taken away very different ideas about it. An encounter with the Intelligence is much like this; you only meet one aspect of this huge, complex being each time it is encountered. ENCOUNTERING THE GREAT INTELLIGENCE TIME, SPACE, AND THE INTELLIGENCE As part of its otherworldly nature, the Great Intelligence is not strictly tied to linear time. It can even reach into the Time Vortex. After the Doctor thwarted the Intelligence in Tibet, it began observing them. It was able to keep watching as they moved through time and space, witnessing the Doctor’s encounters with the Ice Warriors and the dictator Salamander, before deciding to lay a trap for the Doctor. For the trap, the Intelligence was able to extrude some of its sinister web into the Time Vortex where it caught the TARDIS and tried to pull it into the London Underground. The Intelligence seized mental control of Padmasambhava in the 1600s, although its origin seems to have been in the 1800s. CHAPTER 2 | THE ALIEN ARCHIVE 97
for fun as the characters creep around the margins of the Doctor’s old adventures, trying to set history back on the right path without making things worse! GREAT INTELLIGENCE ADVENTURES The Great Intelligence prepares another invasion. The Yetis are built, their control spheres are beeping, and their fflgurines are sitting ready on a map of the target city. But the Intelligence identiffles something lacking in its strategic ability. It needs a special mind, someone who is particularly skilled at deploying fflgurines around on a battle-map. And so the Intelligence fflnds its way to a small, friendly wargaming convention where a budding general fflnds themself unknowingly directing the Intelligence’s newest attempt to conquer the world. In a sleek research hospital, new technology is wrestling people back from the very brink of death. Or even beyond the brink: many of them report strange near-death experiences, the shining light ahead and the sense of welcome and comfort. And yet there’s something odd about these people. They have come back changed. Because lurking in that hazy realm between death and life is the Great Intelligence, and it is making each one of these people an unwilling, unwitting servant. Fog descends over London again, a thick and stubborn mire that refuses to clear. It disrupts cell phone signals, slows down traflc, and makes London an extremely unpleasant place to be. But there are real dangers lurking in the fog: strange Whisper Men and sleekly redesigned Yeti. Down in the Underground, trains start arriving at stations with no passengers aboard — and no drivers. The missing people have disappeared into the Intelligence’s foggy dreamrealm, where their nightmares will power a new attempt to turn London into the Great Intelligence’s new home. However, adventures can be set anywhere, at any time. Stepping out of these time periods will give you the chance to explore different aspects of the Intelligence, as well as making it easier to surprise the players when you reveal what they are up against. There is also a special adventure setting that is uniquely possible with the Great Intelligence: adventures within the Doctor’s own history. Pick one of the Doctor’s old adventures (The Doctor Sourcebook series covers each adventure in detail, check out www. cubicle7games.com for more information) and decide how the Great Intelligence attempts to change the story so the Doctor loses. Your adventure might even have the characters working with a shard of Clara to stop the Intelligence. There’s great potential DEFEATING THE GREAT INTELLIGENCE Defeating a deifflc power such as the Great Intelligence is almost inconceivable, even for the Doctor. Temporarily disabling the Great Intelligence is sometimes the only option, as it’s incredibly diflcult to sway its reasoning. Though the Great Intelligence has potentially infflnite reach with its abilities, it is not above tactically retreating if its assets are all destroyed, and if it encounters a party that wrecks its plans in the physical world it will slink back to wherever it dwells and spend a decade or so creating a new plan. When using the Great Intelligence as an enemy, consider tracking how many setbacks to its plan the characters cause, such as destroying a Yeti, revealing its inffiuence to the public, or activating an electro-magnetic pulse to deactivate its control spheres. When they create as many setbacks as their current character level, the Great Intelligence could be ‘defeated’, retreating to plot how to defeat its new nemesis. DOCTORS AND DALEKS | THE ALIEN ARCHIVE 98
THE GREAT INTELLIGENCE Tiny Deity Armour Class: 10 Hit Points: 125 (50d4) STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 17 (+3) 17 (+3) 14 (+2) 15 (+2) Saving Throws: Intelligence +13, Charisma +10 Skills: Deception +10, Engineering +13, History +13, Insight +10, Intimidation +10, Perception +10, Persuasion +10, Science +13, Survival +10, Damage Immunities: acid, cold, fflre, lightning, necrotic, poison, thunder; bludgeoning, piercing, and slashing Condition Immunities: grappled, paralysed, petriffled, prone, restrained Senses: blindsight 120 ft., passive Perception 20 Challenge: 14 (11,400 XP) Tech Level: 12 Deiffc Inffluence: When the Great Intelligence is not possessing a creature the range of all of its spells is infflnite. Great Intelligence Possession: Whenever the Great Intelligence uses a spell marked with an asterisk (*), the duration is infflnite. The Great Intelligence is capable of possessing creatures entirely, and replacing their consciousness with its own. Whilst the Great Intelligence is possessing a creature using one of these spells, it replaces its Intelligence, Wisdom, and Charisma scores with its own, and has access to all of its skills, senses, and spellcasting ability whilst retaining its Tech Level. However, when possessing a creature, the Great Intelligence exposes itself to harm — any psychic, emotional, or logical damage the possessed creature takes is also taken by the Great Intelligence. The Great Intelligence can only possess one creature at a time. Incorporeal: The Great Intelligence has no physical form, and so has no Strength, Dexterity, or Constitution scores, nor does it have a speed, and it cannot be damaged by physical means. It automatically succeeds on any saving throws with these Attributes, and cannot use Skills related to these Attributes. Networked: The Great Intelligence is often directly connected to all of its servants, capable of tapping into any of their senses. Spellcaster: The Great Intelligence is a 9th level spellcaster. Intelligence is its spellcasting ability for all of its spells. It has access to the following spells and can use each of them an unlimited number of times. Cantrips: guidance, mage hand, false life 1st Level: charm person, command, false life, heroism, hideous laughter, sleep, 2nd Level: augury, calm emotions, detect thoughts, enthrall, levitate, locate animals or plants, locate object, suggestion 3rd Level: clairvoyance, fear, hypnotic pattern, revivify, sending, speak with dead 4th Level: compulsion, confusion, divination, locate creature, dominate beast* 5th Level: legend lore, modify memory, scrying, telekinesis, telepathic bond 6th Level: dominate person*, mass suggestion 8th Level: dominate monster*, feeblemind, glibness 9th Level: foresight Theoretically Inffnite: The Great Intelligence is theoretically infflnite and its incorporeal nature means it might not be possible for it to actually die. Whenever the Great Intelligence reaches 0 hit points, it dissipates and reforms over the course of 2d20 years. ACTIONS Exert Control: The Great Intelligence commands one of its servants to take an action. LEGENDARY ACTIONS The Great Intelligence can take three legendary actions, choosing from the options listed below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Great Intelligence regains spent legendary actions at the start of its turn. Exert Control: The Great Intelligence commands one of its servants to take an action. Spellcaster: The Great Intelligence casts a spell. ENCOUNTER LEVEL MODIFIERS The Greatest Intelligence: The Great Intelligence is one of the most dangerous foes encountered, able to plan years, if not centuries, ahead. O The Great Intelligence has Improved Intelligence and Wisdom saving throws. O The Great Intelligence has Improved Insight, Perception, and Persuasion modifflers. CHAPTER 2 | THE ALIEN ARCHIVE 99
THE WHISPER MEN Medium Humanoid (Construct) Armour Class: 12 Hit Points: 75 (15d8 + 15) Speed: 15 ft. STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 12 (+1) 6 (-2) 14 (+1) 6 (-2) Saving Throws: Wisdom +3, Charisma +0 Skills: Insight +3 Damage Resistances: acid, cold, fflre, lightning, necrotic, poison, thunder; bludgeoning, piercing, and slashing Damage Immunities: emotional, logical Condition Immunities: blinded, deafened, charmed, frightened, unconscious, exhaustion Senses: blindsight 120 ft., passive Perception 11 Challenge: 1 (200 XP) Tech Level: 8 Construct: The Whisper Men do not require air, food, sleep, or water. Enslaved: Whisper Men exist solely to serve the Great Intelligence. They are networked to each other and the Great Intelligence, which can see, hear, and talk through them. Frightful Presence (page 11): DC 14 Charisma saving throw, Range 60 feet Incorporeal Movement: A Whisper Man can move through other creatures and objects as if they were diflcult terrain. Innate Spellcasting: A Whisper Man can cast the SRD spells etherealness and dimension door at will. ACTIONS Life Drain: Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (3d6) necrotic damage. The target must succeed on a DC 11 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature fflnishes a long rest. The target dies if this effect reduces its hit point maximum to 0. ENCOUNTER LEVEL MODIFIERS Unsettling Encounters: The Whisper Men are frightening to behold. O The Whisper Man has Improved Intimidation, and Stealth modifflers. DOCTORS AND DALEKS | THE ALIEN ARCHIVE 100